










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 39 / 95% |
| Size | big |
| Lifes / Deaths | Killed by Vorotira the assassin at level 19 on the 22nd Haze 122nd year of Ascendancy at 11:21 4 / 3Killed by luminous horror at level 27 on the 28th Regrowth 123rd year of Ascendancy at 19:15 Killed by Xerylle the faerlhing at level 39 on the 4th Dusk 123rd year of Ascendancy at 02:55 |
Primary Stats
| Strength | 79 (base 42) |
| Dexterity | 127 (base 60) |
| Constitution | 46 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 89 (base 57) |
Resources
| Life | 1061/1061 |
| Stamina | 199/199 |
| Healing Factor | 1.2567804250994 |
| Regeneration | 0.31419510627485 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 60.570192710842 |
| See Invisible | 75.570192710842 |
Offense: Mainhand
| Damage | 168 |
| Accuracy | 83 |
| Crit Chance | 65% |
| APR | 14 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Physical | +30% |
| Nature | +20% |
| Arcane | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| All | 0% |
| Physical | +20% |
| Mind | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 79 (77.292302510663%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 24 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 19%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 27%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 33 up to 6 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 180 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. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 0 up to 6 times. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 2.50 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Leeching Poison |
| talent | Chant of Fortress |
| talent | Crippling Poison |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Yvemira the giant yellow ant. Escort: injured seer (level 2 of Old Forest) | failed |
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 Dreadfell. Escort: lost defiler (level 3 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 Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Harkor'Zun. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Yvyrima the mountain troll thunderer. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
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 |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 861. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 vial of squid ink. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within6 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Xanasetta the pair of hardened leather boots (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Changes stats: +7 Str / +4 Dex / +7 Con Changes damage: +6% physical Disease immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +2 See invisible: +15 Size category: +1 A pair of boots made of leather. |
| Quiver | Cracklepall (49/49, 154% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +46 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 49 Damage (Ranged): +20 lightning Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
| Light source | Grinytar the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Mana each turn: +0.16 Mana when firing critical spell: +2.00 Maximum life: +101.00 Spellpower: +10 (+5 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chamyrek the Shaderock (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes resistances: +10% lightning / +11% temporal / +5% arcane / +15% acid Changes damage: +6% darkness Blindness immunity: +20% Light radius: +3 A cap made of leather. |
| Tool | extending dwarven-steel torque of clear mind [power 3] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tulusin the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +14 Damage when hit (Melee): 4 mind Changes stats: +7 Str / +7 Dex / +10 Wil / +8 Cun Changes resistances penetration: +5% mind Critical mult.: +10.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Xanurevena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Fatigue: -6% Changes stats: +2 Con Changes resistances: +12% blight Changes damage: +9% physical Maximum encumbrance: +27 Only die when reaching: -80.00 life Rings make your fingers look great! |
| Around waist | hardened leather belt 'Abyssmonster'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 24% Changes resistances: +15% fire Critical mult.: +5.00% Physical save: +12 (+4 eff.) Only die when reaching: -60.00 life Maximum life: +31.00 A belt that goes around your waist. |
| In main hand | Emelubrewe the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to slow global speed by 55% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +5 Str / +22 Dex / +9 Mag / +12 Wil / +11 Cun / +12 Con Changes resistances: +12% acid Changes damage: +6% mind Spell save: +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | stone warden's voratun gauntlets of magic (+15) (0 def, 18 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +18 Armour Hardiness: +9% Fatigue: +5% Changes stats: +3 Mag / +15 Con Changes resistances: +7% physical Changes damage: +5% arcane When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Damage (Melee): +13 arcane Damage (radius 2) on crit: +9 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Flamebile the drakeskin leather armour (31 def, 15 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +15 Defense: +31 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 6 arcane Changes stats: +4 Cun Changes resistances: +26% acid Changes resistances penetration: +5% fire Critical mult.: +10.00% Mental save: +23 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Damage Shield penetration: +30% A suit of armour made of leather. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Around neck | ShadecutterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Dex Changes resistances: +12% darkness Changes resistances penetration: +20% physical Changes damage: +15% physical Critical mult.: +10.00% Only die when reaching: -60.00 life Amulets make your neck look great! |
Inventory
acid wave rune of the wizard (damage 79; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 79.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 29; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 8; phase 29; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Strength stat. It can be used to 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 duelist (absorb 167; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 167 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. It can be used to 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 warrior (absorb 105; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 105 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 Strength stat. It can be used to 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 522; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 522 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to 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 495; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 495 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to 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 508; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 508 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to 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 317; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 at most 317 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to 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 287; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 4 turns. Its effects scale with your Strength stat. It can be used to 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 Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
ShaderazeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+7 eff.) Defense: +10 (+2 eff.) Fatigue: -8% Changes stats: +7 Wil / +7 Cun / +5 Con Changes damage: +12% darkness Maximum encumbrance: +33 Spell save: +16 (+8 eff.) Maximum stamina: +29.00 Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
steel ring 'Galeblur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +3 Con Changes resistances: +12% mind Changes damage: +12% lightning / +6% cold Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Disarm immunity: +20% Maximum stamina: +21.00 Healing mod.: +15% Rings make your fingers look great! |
stralite ring 'Relgelegen'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +2 Fatigue: -9% Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +2 Con Changes resistances: +28% acid Changes damage: +14% acid / +6% all Maximum encumbrance: +27 Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Spellpower: +16 (+8 eff.) Mindpower: +14 (+5 eff.) Rings make your fingers look great! |
Gilyregorion the Carrionrot (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 23% * 25% chance for lightning to strike from the target to a second target dealing 43 damage Damage (Melee): +16 nature / +33 darkness Damage (radius 1) on hit: +4 nature Damage against: +28% Living When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +10 Changes resistances penetration: +5% nature / +19% physical Massive two-handed swords. |
Cloak of Deception =dont lose it=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+11 eff.) It can be used to activate talent Temporal Reprieve (costing 43 power out of 50/50) : Effective talent level: 2.5 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: 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. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 26 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
reinforced pair of drakeskin leather boots of void walking (0 def, 12 armour) =19 dark res=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Changes resistances: +11% acid / +23% temporal / +19% darkness / +9% fire / +6% lightning / +8% cold Changes resistances penetration: +17% darkness / +12% temporal Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +14% A pair of boots made of leather. |
Death's Embrace (18 def, 18 armour) =anti-necro=Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) It can be used to turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns Activation costs 43 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
prismatic drakeskin leather armour of the deep (20 def, 11 armour) =10 cold / 17 dark=Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +8% acid / +10% cold / +14% light / +17% darkness Allows you to breathe in: water A suit of armour made of leather. |
Blindobsidian the quiver of dragonbone arrows (20/20, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to reduce damage dealt by 23% Damage (Ranged): +16 darkness / +16 fire / +12 light Damage (radius 1) on hit: +8 light / +40 fire Damage (radius 2) on crit: +12 darkness Arrows are used with bows to pierce your foes to death. |
Brodochik (21/21, 154% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +8 acid / +48 cold / +20 arcane Damage (radius 2) on crit: +12 acid / +22 cold Arrows are used with bows to pierce your foes to death. |
Leloran the Rotreign (22/22, 143% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% Damage (Ranged): +20 nature / +29 darkness Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +8 darkness / +20 nature Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
elemental quiver of elven-wood arrows of crippling (18/18, 154% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 18 On weapon hit: * Create an explosion dealing 52 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows of crippling (43/43, 140% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 43 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Poxbrand' (19/19, 118% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 118% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 55% * 10% chance to reduce armor by 24% * 20% chance to knock the target back 3 spaces and deal 178 physical damage Damage (Ranged): +20 light / +20 nature / +14 physical Damage (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of disruption (19/19, 135% power, 10 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 135% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +15% Unnatural Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
972 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gorybar (dig speed 15 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +7 Str / +3 Dex / +7 Wil / +1 Cun / +2 Con Changes resistances penetration: +5% blight Changes damage: +3% blight Lowers spell cool-downs by: 10% Mental crit. chance: +10% Light radius: +2 Infravision radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivuldalaith (dig speed 24 turns) =25 phys pen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +15 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +25% physical Maximum stamina: +30.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2021 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2021/2021. A set of 2021 tiny explosive spheres. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
iron torque of mindblast 'Abyssbraid' [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +6 Con Changes damage: +6% fire It can be used to blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bokadir the yew totem of stinging [power 260] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +20% mind Changes damage: +9% mind Mental crit. chance: +3% Infravision radius: +1 It can be used to sting an enemy dealing 312 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Dayreek the yew totem of healing [power 320] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% light / +12% fire Changes resistances penetration: +25% light Disease immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +100.00 Healing mod.: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 61 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
elven-wood wand of shielding 'Lustrestoker' [power 368] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind / 10 light Changes resistances penetration: +10% mind Light radius: +1 It can be used to create a shield absorbing up to 368 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 17% for 2 turns. * Increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Skelgolas the Skeleton Archer level 25
4th Decay 122nd year of Ascendancy at 23:39 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Skelgolas the Skeleton Archer level 37
8th Mirth 123rd year of Ascendancy at 01:07 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skelgolas the Skeleton Archer level 28
30th Regrowth 123rd year of Ascendancy at 09:27 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Skelgolas the Skeleton Archer level 36
4th Mirth 123rd year of Ascendancy at 19:52 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Skelgolas the Skeleton Archer level 39
9th Flare 123rd year of Ascendancy at 13:50 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skelgolas the Skeleton Archer level 17
64th Dusk 122nd year of Ascendancy at 13:29 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Skelgolas the Skeleton Archer level 38
4th Flare 123rd year of Ascendancy at 18:55 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Skelgolas the Skeleton Archer level 32
19th Pyre 123rd year of Ascendancy at 17:31 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Skelgolas the Skeleton Archer level 24
60th Haze 122nd year of Ascendancy at 20:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Skelgolas the Skeleton Archer level 21
36th Haze 122nd year of Ascendancy at 03:13 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skelgolas the Skeleton Archer level 27
10th Allure 123rd year of Ascendancy at 17:23 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Skelgolas the Skeleton Archer level 38
3rd Flare 123rd year of Ascendancy at 07:31 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skelgolas the Skeleton Archer level 28
30th Regrowth 123rd year of Ascendancy at 09:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Skelgolas the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 18:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Skelgolas the Skeleton Archer level 20
31st Haze 122nd year of Ascendancy at 04:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Skelgolas the Skeleton Archer level 30
38th Regrowth 123rd year of Ascendancy at 17:45 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Skelgolas the Skeleton Archer level 33
66th Pyre 123rd year of Ascendancy at 22:42 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Skelgolas the Skeleton Archer level 31
7th Pyre 123rd year of Ascendancy at 14:41 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Skelgolas the Skeleton Archer level 25
3rd Decay 122nd year of Ascendancy at 16:14 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Skelgolas the Skeleton Archer level 39
4th Flare 123rd year of Ascendancy at 21:19 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Skelgolas the Skeleton Archer level 28
30th Regrowth 123rd year of Ascendancy at 09:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Skelgolas the Skeleton Archer level 21
37th Haze 122nd year of Ascendancy at 04:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Skelgolas the Skeleton Archer level 9
3rd Flare 122nd year of Ascendancy at 23:57 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Skelgolas the Skeleton Archer level 28
30th Regrowth 123rd year of Ascendancy at 09:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Skelgolas the Skeleton Archer level 17
49th Dusk 122nd year of Ascendancy at 08:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Skelgolas the Skeleton Archer level 21
37th Haze 122nd year of Ascendancy at 18:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Skelgolas the Skeleton Archer level 14
17th Dusk 122nd year of Ascendancy at 11:13 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skelgolas the Skeleton Archer level 35
3rd Mirth 123rd year of Ascendancy at 14:36 see stats
Log
Talent Trained Reactions is ready to use.
Skelgolas activates Leeching Poison.
Skelgolas activates Crippling Poison.
Skelgolas activates Trained Reactions.
Skelgolas activates Apply Poison.
Talent Escape is ready to use.
Talent Intuitive Shots is ready to use.
Skelgolas activates Intuitive Shots.
Talent Chant of Fortress is ready to use.
Skelgolas activates Chant of Fortress.
Talent Bone Armour is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Precise Strikes is ready to use.
Talent Rune: Dissipation is ready to use.
Skelgolas activates Precise Strikes.
Talent Blinding Speed is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 59 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.















































































































