











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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.
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 1.7.2This 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! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 27 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 8 on the 1st Mirth 122nd year of Ascendancy at 02:44 0 / 6Killed by shadow at level 8 on the 1st Mirth 122nd year of Ascendancy at 03:51 Killed by The Withering Thing at level 8 on the 1st Mirth 122nd year of Ascendancy at 06:12 Killed by Weirdling Beast at level 18 on the 61st Dusk 122nd year of Ascendancy at 01:57 Killed by luminous horror at level 25 on the 39th Haze 122nd year of Ascendancy at 05:24 Killed by orc high pyromancer at level 27 on the 41st Haze 122nd year of Ascendancy at 16:16 |
Primary Stats
| Strength | 29 (base 16) |
| Dexterity | 57 (base 43) |
| Constitution | 29 (base 10) |
| Magic | 67 (base 38) |
| Willpower | 23 (base 10) |
| Cunning | 71 (base 36) |
Resources
| Life | 588/588 |
| Mana | 341/341 |
| Stamina | 256/256 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 4.897992137974 |
Speed
| Mental | +3.5971225997855E-12% |
| Attack | 0% |
| Movement | -60% |
| Spell | +3.5971225997855E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 9 |
| See Stealth | 82.299252097375 |
| See Invisible | 97.299252097375 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 62 |
| Crit Chance | 49% |
| APR | 20 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 62 |
| Crit Chance | 41% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 23% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +12% |
| Temporal | +5% |
| Nature | +15% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 15 (62.946778433524%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 35%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 12%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Confusion Resistance | 37% |
| Teleport Resistance | 100% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 279 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 20. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic 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 failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | 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 improved Cunning by +5. | 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 |
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 explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. | 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! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Ichorwreath' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +3 Resists +12% darkness Poison- +10% Confus- +20% Disengage: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
| Light source | Poxusher the alchemist's lamp0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% nature Res.pen +15% lightning Melee Ret 8 nature ----- def ----- Blind- +29% Confus- +17% ---------- misc Light +14 See.Stealth +11 See.Invis +8 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dusknull the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Wil +1 Con dps ---------- Dmg.mod +3% nature Melee Ret 10 darkness ----- def ----- Defense +2 (+0 eff.) Resists +3% darkness Crit.dmg- 5.00% Phys.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
| On hands | brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Str +3 Dex +2 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+4 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.37 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (152). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Around waist | Xerodhessra the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Mag +2 Con ----- def ----- Resists +7% fire +8% cold ---------- misc See.Invis +18 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Cun, 50% Mag 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. |
| Cloak | Chameyon (19 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +19 (+4 eff.) Resists +3% acid +3% nature Phys.save +5 (+2 eff.) Spell.save +3 (+1 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radiancepeal (12 def, 10 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +8 Dex +3 Mag +5 Wil +10 Cun dps ---------- Dmg.mod +12% light +3% cold ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +18% lightning +9% light Max.HP +32.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 189; 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 instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 639%; cd 18)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 639% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune (range 5; phase 13; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. 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 55; 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 55 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hurorig the Undeathransom0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% darkness +10% nature ----- def ----- Fatigue -6% Resists +9% darkness +3% light +12% nature HP.reg +2.00 Amulets make your neck look great! |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% mind Confus- +22% Amulets make your neck look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Die.at -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. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +24.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
titan's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
acidic dwarven-steel battleaxe of daylight (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.0 - 45.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 light Against +14% Undead On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed battleaxes. |
arcing dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 33.5 - 50.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 32.5 - 48.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 89 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +17% acid Res.pen +14% acid Massive two-handed battleaxes. |
Brenihir the Frostbrawn (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature +16 cold While equipped: Stats +3 Mag ----- def ----- Crit.dmg- 10.00% ---------- misc Light +3 Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
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, 65% 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 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 126.30 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. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental dwarven-steel dagger of rage (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 fire damage (1/turn) While equipped: Stats +4 Str dps ---------- Dmg.mod +7% physical +10% fire Res.pen +14% fire Acc +5 (+1 eff.) Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
manaburning dwarven-steel dagger of persecution (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +5% Unnatural On Hit: * 12 arcane resource burn While equipped: Stats +3 Wil Sharp, short and deadly. |
quick stralite dagger (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Sharp, short and deadly. |
thought-forged stralite dagger of erosion (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Nature/Psionic Power 26.0 - 33.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 nature +11 mind On Hit: * 18% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
arcing dwarven-steel greatmaul of daylight (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 41.0 - 61.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 light Against +27% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Massive two-handed mauls. |
caustic stralite greatsword (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature Power 46.0 - 73.6 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +35 acid +24 nature While equipped: dps ---------- Res.pen +14% acid +12% nature Apr +13 Massive two-handed swords. |
flaming dwarven-steel greatsword of daylight (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 37.0 - 59.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 light Against +14% Undead On Hit.r1 +10 fire Massive two-handed swords. |
hateful stralite greatsword of phasing (52-82 power, 20 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Psionic Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +4.5% Atk.spd 100% Phasing +19% Melee+ +7 darkness Against +13% Living Massive two-handed swords. |
slime-covered dwarven-steel greatsword of rage (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 39.0 - 62.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 48% While equipped: Stats +6 Str dps ---------- Dmg.mod +10% physical Acc +12 (+3 eff.) Massive two-handed swords. |
enhanced yew longbow of dampening4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +8 Dex +8 Mag +11 Wil +5 Cun +6 Con ----- def ----- Resists +11% acid +15% lightning +15% cold +14% fire +6% all Spell.save +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
mighty elven-wood longbow of piercing4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +12% all Acc +15 (+4 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
flaming stralite mace of corruption (36-51 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane Power 36.5 - 51.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire On Hit: 20% Curse of Defenselessness 4 Blunt and deadly. |
steady hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% acid Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 88.91 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.11 (up to a maximum of 44.45 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite waraxe of massacre (42-59 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes. |
stralite waraxe of evisceration (30-41 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 29.5 - 41.3 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) One-handed war axes. |
Lisawen the Deepsking1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind +9% darkness On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +12% mind Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +5% light +6% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +5 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +11% all Phys.save +22 (+11 eff.) Mind.save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Noonpain (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +3% light ----- def ----- Armour +1 Mind.save +6 (+3 eff.) HP.reg +1.00 Heal.mod +11% ---------- misc Max.hate +2.00 Light +1 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rootkin the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning Die.at -20.00 life Disease- +20% Pinning- +10% Knockbk- +10% ---------- misc Stam/ret +0.90 Equi/ret +1.50 A cap made of leather. |
werebeast's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +6% physical Phys.save +16 (+8 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% temporal A suit of armour made of mail. |
cleansing hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +15% blight +12% nature +21% acid A suit of armour made of leather. |
hardened leather armour 'Koramnir' (12 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +20% acid +5% mind Melee Ret 4 acid ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +8% Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +5% acid +12% physical +7% lightning +14% blight +8% cold +15% nature +8% fire Disarm- +28% Stun/Frz- +20% Knockbk- +32% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour (0 def, 22 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +22 Fatigue +22% A suit of armour made of metal plates. |
chilling quiver of elven-wood arrows of accuracy (19/19, 45-63 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 45.0 - 63.0 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +14 Crit +2.5% Capacity 19 Ranged+ +9 cold Arrows are used with bows to pierce your foes to death. |
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. |
2 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. |
8 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. |
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 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight Max.HP +50.00 HP.reg +5.00 ---------- misc Light +4 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. |
2 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Star Shot (16/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
elm totem of summon tentacle [power 105] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 105 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elven-wood totem of healing [power 290] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown 100% to reduce fatigue by 36% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
3 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. |
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. |
4 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. |
3 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
Exterminator
Killed 1000 creatures.By ninjj the Cornac Shadowblade level 20
14th Haze 122nd year of Ascendancy at 23:48 see stats
Level 10
Got a character to level 10.By ninjj the Cornac Shadowblade level 10
1st Mirth 122nd year of Ascendancy at 12:28 see stats
Level 20
Got a character to level 20.By ninjj the Cornac Shadowblade level 20
3rd Haze 122nd year of Ascendancy at 10:11 see stats
The Arena
Unlocked Arena mode.By ninjj the Cornac Shadowblade level 11
5th Mirth 122nd year of Ascendancy at 14:11 see stats
The Rat Lich
Killed the terrible Rat Lich.By ninjj the Cornac Shadowblade level 17
59th Dusk 122nd year of Ascendancy at 17:54 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By ninjj the Cornac Shadowblade level 20
3rd Haze 122nd year of Ascendancy at 10:15 see stats
The secret city
Discovered the truth about mages.By ninjj the Cornac Shadowblade level 14
10th Flare 122nd year of Ascendancy at 08:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ninjj the Cornac Shadowblade level 19
2nd Haze 122nd year of Ascendancy at 19:56 see stats
Log
ninjj performs a melee critical strike against Ghoul!
You collect a new ingredient: chunk of ghoul flesh (1).
ninjj steals life from Ghoul!
ninjj hits Ghoul for 62 physical, 7 blight, 10 fire, 18 darkness, 46 temporal (144 total damage).
ninjj killed Ghoul!
Orc high pyromancer calms down.
Orc high pyromancer is no longer inspired.
Orc high pyromancer casts Flame.
Ninjj is on fire!
Orc high pyromancer hits ninjj for 125 fire damage.
Orc high pyromancer's cleansing fire area effect hits ninjj for 48 fire damage.
ninjj performs a melee critical strike against Elder vampire!
Ninjj's fades into the shadows.
ninjj steals life from Elder vampire!
Phantasmal Shield hits Grave wight for 172 light damage.
Phantasmal Shield hits ninjj for 122 light damage.
ninjj hits Elder vampire for 32 temporal, 72 physical, 3 temporal, 17 darkness, (43 ignored), 0 physical, 10 blight, 10 fire, 17 darkness (161 total damage).
Burning from Orc high pyromancer hits ninjj for 49 fire damage.
Burning Shock from Orc high pyromancer hits ninjj for 38 fire damage.
Elder vampire misses ninjj.
Orc high pyromancer activates his wand!
Orc high pyromancer roars triumphantly.
Orc high pyromancer hits ninjj for 255 acid damage.
ninjj the level 27 cornac shadowblade was dissolved to death by an orc high pyromancer on level 8 of Dreadfell.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc high pyromancer killed ninjj!
Saving game...






































































































































