











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 41 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 32 on the 38th Regrowth 123rd year of Ascendancy at 00:13 / 2Killed by orc necromancer at level 41 on the 66th Dusk 123rd year of Ascendancy at 21:20 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 104 (base 63) |
| Constitution | 13 (base 10) |
| Magic | 81 (base 61) |
| Willpower | 23 (base 10) |
| Cunning | 95 (base 48) |
Resources
| Life | -6/701 |
| Mana | 239/505 |
| Stamina | 12/252 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 13.625455989991 |
Speed
| Mental | +5.0182080713057E-12% |
| Attack | 0% |
| Movement | +49% |
| Spell | +4.9960036108132E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 49.287090111095 |
| See Invisible | 49.287090111095 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 79 |
| Crit Chance | 72% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 79 |
| Crit Chance | 72% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 34% |
| Speed | 0.99999999999995 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +53% |
| Blight | +8% |
| Arcane | +27% |
| Cold | +32% |
| All | +2% |
| Darkness | +19% |
| Physical | +39% |
| Mind | +29% |
| Fire | +56% |
| Lightning | +19% |
Offense: Damage Penetration
| Lightning | +22% |
| Mind | +40% |
| Nature | +30% |
| Darkness | +12% |
| Physical | +35% |
| Cold | +23% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (44.574340358689%) |
| Defense | 80 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 53%( 75%) |
| Blight | + 43%( 75%) |
| Arcane | + 36%( 75%) |
| Cold | + 66%( 75%) |
| All | + 15%( 75%) |
| Darkness | + 35%( 75%) |
| Light | + 20%( 75%) |
| Temporal | + 37%( 75%) |
| Physical | + 47%( 75%) |
| Lightning | + 34%( 75%) |
| Fire | + 75%( 75%) |
| Nature | + 23%( 75%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Bleed Resistance | 20% |
| Confusion Resistance | 42% |
| Teleport Resistance | 20% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Silence Resistance | 46% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 173 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.34 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Meep's Brother, Jim. Escort: repented thief (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 826. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of greater demon bile. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 221 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 20 power out of 5/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Emelylessra1.0 T3 lite [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +15% physical Apr +5 ----- def ----- Armour +4 Resists +15% blight +8% cold +8% temporal Def/telep +15 Res/telep +12% Dur/telep +19% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tarralin the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Acc +20 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% blight +11% fire +13% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Jim's Finger Holders (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +9 Dex dps ---------- Melee+ 15 lightning 15 fire Dmg.mod +11% lightning +9% fire Res.pen +15% mind Acc +20 (+4 eff.) Apr +15 Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +5% Resists +22% lightning +10% fire Phys.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disarm- +46% ---------- misc Psi/ret +0.24 Max.hate +8.00 Max.psi +20.00 Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +19 Apr +24 Crit +10.0% Atk.spd 83% On Crit.r2 +13 lightning +14 fire On Hit: 15% Perfect Strike 5 On Hit: 10% Perfect Control 5 On Hit: 10% Lightning Breath 5 On Hit: 10% Fire Breath 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Duriroddahek the elven-wood wand of lightning storm [power 434] (13 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +6 Res.pen +25% mind Phasing +30% ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 103 lightning damage and will be dazed for 1 turn (516 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Balodar0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: ----- def ----- Fatigue -5% Resists +6% blight +9% temporal +6% light Mind.save +11 (+3 eff.) HP.reg +5.00 Confus- +32% Stun/Frz- +40% ---------- misc Max.enc +28 Rings make your fingers look great! |
| On fingers | Flashtyphoon the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex ----- def ----- Resists +6% darkness +18% fire Crit.chn- 15.00% HP.reg +8.00 Cut- +20% Stun/Frz- +40% Teleport- +20% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| Around neck | Malorig the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +6% lightning ----- def ----- Armour +6 Defense +7 (+2 eff.) Res.Cap +5% all Phys.save +20 (+9 eff.) Mind.save +6 (+2 eff.) ---------- misc Masteries +0.34 Cunning/Survival Amulets make your neck look great! |
| In main hand | Jim's Toothpick (46-60 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 46.5 - 60.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature +8 cold On Hit.r1 +20 blight On Crit.r2 +28 lightning +45 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Mov.spd +49% Dmg.mod +6% blight Res.pen +22% lightning +23% cold Melee Ret 8 blight On Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 30 Sharp, short and deadly. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Meep's Legacy (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight +12 fire On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 30 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: dps ---------- Phys.crit +14.0% Crit.mult +23.00% Apr +15 ----- def ----- Resists +9% acid +6% cold +9% temporal Phys.save +3 (+1 eff.) Disease- +35% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Phlegmquencher' (27 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +17% darkness +27% mind Res.pen +20% physical +12% darkness +20% nature ----- def ----- Defense +27 (+6 eff.) Resists +18% darkness Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belubeth the Wildblast (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +6 Wil +2 Con dps ---------- Spell.pwr +16 (+4 eff.) S.pwr/crit +6 Dmg.mod +45% acid +37% physical +39% fire +24% cold Res.pen +10% nature Melee Ret 2 mind ----- def ----- Resists +36% acid +38% physical +34% fire +33% cold +9% nature +15% all Crit.chn- 15.00% Silence- +46% ---------- misc Cooldown Refit Golem -10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 782%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 782% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 818%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 818% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 890%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 890% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 132; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 134; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 164; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 362; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 362 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 532; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 218; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 44; blocks 10; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 10 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Blackreek the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex dps ---------- Res.pen +20% darkness Melee Ret 4 blight 2 darkness ----- def ----- Resists +17% lightning +15% fire +6% darkness +16% cold Stun/Frz- +34% Amulets make your neck look great! |
Polyta0.1 T4 amulet jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +20 (+7 eff.) Mind.pwr +13 (+5 eff.) Apr +6 Melee Ret 6 arcane ----- def ----- Defense +15 (+3 eff.) Resists +6% acid +24% fire +5% arcane Mind.save +13 (+4 eff.) Confus- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 49 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Heal.mod +10% Cut- +50% Confus- +22% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 222 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +11% lightning Stun/Frz- +20% ---------- misc Mana/turn +0.14 Max.mana +21.00 Amulets make your neck look great! |
grounding steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
protective stralite amulet of willpower (+5)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +5 Defense +5 (+1 eff.) Res.Cap +4% all Phys.save +11 (+5 eff.) Amulets make your neck look great! |
serendipitous steel amulet of strength (+8)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +2 Str dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Demonwild0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +6 Dex dps ---------- Crit.mult +20.00% Acc +12 (+2 eff.) Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 20% ---------- misc Equi/ret +0.16 Hate/m.crit +1.00 Max.psi +20.00 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tideknight0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% nature ----- def ----- Resists +3% lightning +22% nature +6% mind Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Umbrahack the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +25% temporal Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Mind.save +17 (+5 eff.) Confus- +28% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +50.00 Rings make your fingers look great! |
Xanoriawyn the Sunwrither0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +15% mind Res.pen +20% light Apr +4 ----- def ----- Blind- +34% ---------- misc Stam/turn +3.00 Light +2 Infravis +5 See.Stealth +11 See.Invis +11 Rings make your fingers look great! |
gold ring 'Bleaktrencher'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +5% Dmg.mod +9% mind +14% arcane +30% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +14% arcane Rings make your fingers look great! |
gold ring 'Rimequake'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +15% cold On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Crit.chn- 15.00% Spell.save +9 (+5 eff.) Die.at -80.00 life Max.HP +34.00 Disarm- +32% Pinning- +36% Knockbk- +31% Rings make your fingers look great! |
savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Dourfury'0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +6 Dex +7 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% darkness Acc +12 (+2 eff.) ----- def ----- Armour +4 Resists +9% nature +2% physical Spell.save +3 (+2 eff.) Heal.mod +5% Rings make your fingers look great! |
Bokuleg (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Phys.crit +13.0% Crit.mult +23.00% Dmg.mod +15% mind Apr +9 ----- def ----- Resists +12% acid +12% lightning ---------- misc Light +3 Sharp, short and deadly. |
Radhulach the Scorchreign (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +4 fire On Hit: * 18% chance to slow global speed by 51% While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +9% lightning +6% mind Res.pen +20% mind Acc +14 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +12% acid +16% lightning +16% fire +16% cold +10% all Spell.save +12 (+6 eff.) Disarm- +38% ---------- misc Equi/ret +0.08 Sharp, short and deadly. |
Rainquick (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +16 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun dps ---------- Phys.crit +10.0% Mind.crit +3% ----- def ----- Resists +12% cold +6% fire ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 160.39 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Yaronariregohor the Boltworth (31-40 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master Power 31.0 - 40.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * 20% chance to slow global speed by 51% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Str dps ---------- Phys.crit +9.0% Phys.pwr +13 (+5 eff.) Dmg.mod +13% physical Acc +19 (+4 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +6 (+1 eff.) Resists +6% fire +6% light +3% temporal Disarm- +35% Sharp, short and deadly. |
dwarven-steel dagger 'Radiancepython' (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 acid On Hit: * Create an explosion dealing 106 fire damage (1/turn) While equipped: Stats +3 Mag +4 Cun +5 Con dps ---------- Dmg.mod +19% fire Res.pen +11% fire ----- def ----- Resists +12% light +6% acid Sharp, short and deadly. |
elemental stralite dagger of rage (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 106 lightning damage (1/turn) While equipped: Stats +5 Str dps ---------- Dmg.mod +11% lightning +9% physical Res.pen +11% lightning Acc +12 (+2 eff.) Sharp, short and deadly. |
hateful voratun greatsword of rage (58-93 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master/Psionic Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness Against +16% Living While equipped: Stats +10 Str dps ---------- Dmg.mod +12% physical Acc +7 (+1 eff.) Massive two-handed swords. |
Demonsting the voratun waraxe (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +16 fire On Crit.r2 +12 darkness On Hit: * Create an explosion dealing 106 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +23% lightning Res.pen +27% lightning +20% nature Melee Ret 6 darkness ----- def ----- Resists +9% darkness One-handed war axes. |
Gibrevena the hardened leather belt1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Resists +3% blight Phys.save +7 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +57.00 Cut- +20% A belt that goes around your waist. |
hardened leather belt 'Tidepride'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) Melee Ret 2 cold ----- def ----- Resists +9% nature +11% fire +6% light +9% cold Phys.save +16 (+8 eff.) Spell.save +13 (+7 eff.) Mind.save +13 (+4 eff.) A belt that goes around your waist. |
Arynne (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +12% mind +18% cold Crit.chn- 15.00% Mind.save +6 (+2 eff.) HP.reg +4.00 Cut- +20% ---------- misc Stam/turn +3.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenihor the Glowstrike (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% light +12% physical Res.pen +25% light ----- def ----- Defense +2 (+1 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bolttickler' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +27% lightning Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +12% physical +12% temporal +11% all Res.pen +7% temporal +9% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Snowterror' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +19% blight +10% darkness +12% mind +11% all Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+6 eff.) Die.at -80.00 life Max.HP +103.00 HP.reg +5.50 Heal.mod +29% Poison- +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightningravager (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Dex +9 Wil +10 Lck dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Resists +12% darkness Stealth +9 ---------- misc Light +2 A pair of boots made of leather. |
Nimnir the pair of dwarven-steel boots (0 def, 11 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +30 (+10 eff.) ----- def ----- Armour +11 Fatigue +3% Resists +19% acid +15% darkness +10% fire +11% cold +11% lightning Mind.save +6 (+2 eff.) Blind- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Satyrbait (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +3% fire On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +3% nature +3% mind ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
pair of hardened leather boots 'Aredhelle' (25 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +25 (+5 eff.) Resists +9% acid Phys.save +6 (+3 eff.) Spell.save +15 (+8 eff.) ---------- misc Stam/turn +0.30 Max.stam +24.00 A pair of boots made of leather. |
scholar's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Res.pen +15% darkness +13% temporal ----- def ----- Armour +3 Resists +10% darkness +13% temporal Def/telep +21 Res/telep +14% Dur/telep +15% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of evasion (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +3% Silence- +30% Confus- +29% Stun/Frz- +26% Evasion: (Instant) Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isyda the Prismborn (15 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +18% Crit.mult +14.00% Res.pen +20% light Melee Ret 10 light ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +5% Resists +15% blight +5% physical Phys.save +9 (+4 eff.) Mind.save +9 (+3 eff.) Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +24.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of sorrow (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 34 mind 20 darkness On Hit (Melee): * 19% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+4 eff.) Mind.save -11 (-4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +18.0% Atk.spd 83% On Hit: 10% Reproach 5 On Hit: 10% Set Up 5 Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Alaroddakhad the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Cun +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emelena the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Mind.crit +2% Phys.pwr +30 (+10 eff.) Res.pen +25% mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.hate +10.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +9 Str +6 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +11% blight +13% arcane ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
catburglar's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +17% darkness ---------- misc Infravis +6 A cap made of leather. |
hardened leather cap 'Demonbreacher' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +10 (+4 eff.) Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +3% Resists +13% cold ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Infravis +3 Breathe water A cap made of leather. |
hardened leather cap 'Gunivor' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +12% temporal Spell.save +3 (+2 eff.) HP.reg +2.00 Heal.mod +15% Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
hardened leather cap 'Hettitorin' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Con dps ---------- Res.pen +10% temporal ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +8% cold Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Light +3 A cap made of leather. |
hardened voratun mail armour of command (15 def, 25 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +25 Defense +15 (+3 eff.) Fatigue +12% Resists +9% acid +9% physical +12% cold +9% lightning +9% fire Mind.save +20 (+6 eff.) A suit of armour made of mail. |
troll-hide reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Arcane/Nature/Master While equipped: Stats +7 Str +3 Dex +6 Mag +6 Wil +7 Cun ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +91.00 HP.reg +4.60 Heal.mod +18% A suit of armour made of leather. |
hardened voratun plate armour of delving (0 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Master While equipped: Stats +8 Str ----- def ----- Armour +24 Fatigue +22% Resists +8% acid +17% physical +15% darkness +10% cold +12% lightning +7% fire ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 2.7 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
706 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dreamer's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +9 (+4 eff.) ----- def ----- Mind.save +5 (+1 eff.) Max.HP +61.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) Dmg.mod +7% darkness ----- def ----- Resists +7% light Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 206.67 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
59 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 165 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
self-loading pouch of voratun shots of accuracy (21/21, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego] Arcane/Master Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +17 Apr +6 Crit +7.0% Capacity 21 Rld cld 3 Shots are used with slings to pummel your foes to death. |
Emerilaith [power 560] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Spell.pwr +32 (+8 eff.) S.pwr/crit +6 Res.pen +15% arcane ----- def ----- Resists +9% mind Mind.save +19 (+6 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +105.36 Sting an enemy dealing 571 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 103. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Abysssin the ash wand of lightning storm [power 170] (13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.crit +2% Res.pen +5% fire ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (202 total damage) Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Meep's Brother, Jim the Doomelf Shadowblade level 32
50th Regrowth 123rd year of Ascendancy at 15:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Meep's Brother, Jim the Doomelf Shadowblade level 32
38th Regrowth 123rd year of Ascendancy at 09:06 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Meep's Brother, Jim the Doomelf Shadowblade level 41
63rd Dusk 123rd year of Ascendancy at 06:25 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Meep's Brother, Jim the Doomelf Shadowblade level 37
7th Flare 123rd year of Ascendancy at 18:42 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Meep's Brother, Jim the Doomelf Shadowblade level 33
79th Regrowth 123rd year of Ascendancy at 12:31 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Meep's Brother, Jim the Doomelf Shadowblade level 35
3rd Mirth 123rd year of Ascendancy at 18:51 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meep's Brother, Jim the Doomelf Shadowblade level 12
15th Dusk 122nd year of Ascendancy at 03:54 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Meep's Brother, Jim the Doomelf Shadowblade level 36
5th Flare 123rd year of Ascendancy at 00:22 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Meep's Brother, Jim the Doomelf Shadowblade level 36
2nd Summertide 123rd year of Ascendancy at 10:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Meep's Brother, Jim the Doomelf Shadowblade level 32
38th Regrowth 123rd year of Ascendancy at 09:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Meep's Brother, Jim the Doomelf Shadowblade level 24
70th Haze 122nd year of Ascendancy at 00:18 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Meep's Brother, Jim the Doomelf Shadowblade level 31
37th Regrowth 123rd year of Ascendancy at 20:08 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Meep's Brother, Jim the Doomelf Shadowblade level 5
75th Pyre 122nd year of Ascendancy at 22:39 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Meep's Brother, Jim the Doomelf Shadowblade level 29
25th Regrowth 123rd year of Ascendancy at 07:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Meep's Brother, Jim the Doomelf Shadowblade level 10
6th Flare 122nd year of Ascendancy at 16:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Meep's Brother, Jim the Doomelf Shadowblade level 20
53rd Haze 122nd year of Ascendancy at 10:07 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Meep's Brother, Jim the Doomelf Shadowblade level 30
34th Regrowth 123rd year of Ascendancy at 14:34 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Meep's Brother, Jim the Doomelf Shadowblade level 40
60th Dusk 123rd year of Ascendancy at 11:55 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Meep's Brother, Jim the Doomelf Shadowblade level 21
55th Haze 122nd year of Ascendancy at 17:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Meep's Brother, Jim the Doomelf Shadowblade level 35
50th Pyre 123rd year of Ascendancy at 02:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Meep's Brother, Jim the Doomelf Shadowblade level 37
1st Dusk 123rd year of Ascendancy at 16:21 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Meep's Brother, Jim the Doomelf Shadowblade level 37
5th Flare 123rd year of Ascendancy at 04:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Meep's Brother, Jim the Doomelf Shadowblade level 32
38th Regrowth 123rd year of Ascendancy at 00:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Meep's Brother, Jim the Doomelf Shadowblade level 10
7th Flare 122nd year of Ascendancy at 05:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Meep's Brother, Jim the Doomelf Shadowblade level 12
6th Dusk 122nd year of Ascendancy at 00:25 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Meep's Brother, Jim the Doomelf Shadowblade level 38
36th Dusk 123rd year of Ascendancy at 23:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Meep's Brother, Jim the Doomelf Shadowblade level 22
60th Haze 122nd year of Ascendancy at 08:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meep's Brother, Jim the Doomelf Shadowblade level 16
64th Dusk 122nd year of Ascendancy at 12:08 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Meep's Brother, Jim the Doomelf Shadowblade level 32
38th Regrowth 123rd year of Ascendancy at 00:13 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Meep's Brother, Jim the Doomelf Shadowblade level 31
38th Regrowth 123rd year of Ascendancy at 00:11 see stats
Log
Rime Wraith from Orc necromancer hits Meep's Brother, Jim for (51 ignored), 0 cold (0 total damage).
Orc necromancer hits Meep's Brother, Jim for 33 cold damage.
Meep's Brother, Jim is ENVELOPED in a deep purple aura from his Aetherwalk!
Meep's Brother, Jim's spell attains critical power!
The shield around orc necromancer crumbles.
Aetherwalk (6 def, 0 armour) hits Orc necromancer for (105 absorbed), (205 absorbed), 103 arcane (103 total damage).
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Orc necromancer casts Black Ice.
Meep's Brother, Jim reacts to damage from Orc necromancer, mitigating the blow!.
Meep's Brother, Jim is recovering from the damage!
Meep's Brother, Jim's fades into the shadows.
Orc necromancer hits Meep's Brother, Jim for (85 reacted , -5 stam), 175 cold (175 total damage).
LIFE LOST WARNING!
Orc necromancer's desolate waste area effect hits Meep's Brother, Jim for 25 cold damage.
Orc necromancer's desolate waste area effect hits Meep's Brother, Jim for 19 cold damage.
Orc necromancer's desolate waste area effect hits Meep's Brother, Jim for 19 cold damage.
Orc necromancer's desolate waste area effect hits Meep's Brother, Jim for 19 cold damage.
Meep's Brother, Jim casts Phase Door.
Select a target to teleport...
Select a teleport location...
Aetherwalk (6 def, 0 armour) hits Orc necromancer for (162 absorbed), 81 arcane (81 total damage).
Orc necromancer receives 66 healing from Rime Wraith from Orc necromancer.
Orc necromancer receives 69 healing from Rime Wraith from Orc necromancer.
Something hits Meep's Brother, Jim for 33 cold damage.
Orc necromancer hits Meep's Brother, Jim for 64 cold damage.
Rime Wraith from Orc necromancer hits Meep's Brother, Jim for 98 cold damage.
Orc necromancer's Hiemal Shield hits Meep's Brother, Jim for 51 cold damage.
Meep's Brother, Jim the level 41 doomelf shadowblade was frozen to death by an orc necromancer on level 1 of Rak'shor Pride.



























































































































































