











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 44 / 92% |
| Size | small |
| Lifes / Deaths | Killed by The Divine Writhing Mass at level 30 on the 48th Regrowth 124th year of Ascendancy at 03:05 / 2Killed by Aluin the Fallen at level 44 on the 46th Pyre 125th year of Ascendancy at 23:37 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 103 (base 60) |
| Constitution | 76 (base 55) |
| Magic | 15 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 109 (base 60) |
Resources
| Life | -11/1248 |
| Stamina | 21/182 |
| Psi | 91/91 |
| Healing Factor | 1.4024390243902 |
| Regeneration | 29.625941521203 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28.72712873123% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | -999 |
| Infravision | 14 |
| See Stealth | 51.332211946115 |
| See Invisible | 60.332211946115 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 73 |
| Crit Chance | 79% |
| APR | 64 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 73 |
| Crit Chance | 86% |
| APR | 75 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 2 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -1% |
| Nature | +4% |
| Darkness | -10% |
| Lightning | -13% |
| Mind | -1% |
| All | -16% |
Offense: Damage Penetration
| Darkness | +52% |
| Light | +35% |
| Temporal | +45% |
| Blight | +45% |
| Physical | +39% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 40.813711584216 (100%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 39%( 70%) |
| All | + 36%( 70%) |
| Darkness | + 62%( 70%) |
| Light | + 57%( 80%) |
| Temporal | + 46%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -820 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1647 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 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. |
Class Talents
| Cunning / Stealth | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Skate |
| beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
| detrimental effect | The target has been dominated. It is unable to move and has lost 21 armor and 31 defense. Attacks from Aluin the Fallen gain 54% damage penetration. Dominated |
| detrimental effect | The target has been beckoned by Aluin the Fallen and is heeding the call. There is a 27% chance of moving towards the beckoner each turn. (spellpower: -12, mindpower: -12 Beckoned |
| beneficial effect | A flow of life spins around the target, regenerating 20.87 life per turn. Regeneration |
| detrimental effect | All damage done by the target will also hurt it for 49%. Martyrdom |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Has 4 throwing knives prepared: 4 KnivesRange: 7 Net Damage: 132 - 185 Accuracy: 89 (knife) APR: 67 Crit Chance: +95% Crit mult: 235% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 90, defense by 30 and looses all evasion bonus from being unseen. Illumination |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 8%. Exhaustion |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 25, accuracy by 37, and all damage penetration by 30%. Expose Weakness |
| detrimental effect | The gloom reduces damage the target inflicts by 33%. Gloom Weakness |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Sergei. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Siloreda the cave bear. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Sergei. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Sergei. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution 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 |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | failed |
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 Shade. | 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 unlocked the hall of reflections. * 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: 510. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | stealthy pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +9 Lck +5 Dex dps ---------- Res.pen +11% darkness +15% temporal ----- def ----- Armour +3 Resists +16% darkness +15% temporal Stealth +5 Def/telep +12 Res/telep +13% Dur/telep +12% A pair of boots made of leather. |
| Light source | DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Marderadir the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Melee+ 8 nature Dmg.mod +5% nature Res.pen +15% blight ----- def ----- Armour +6 Resists +8% nature Phys.save +6 (+2 eff.) 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 | ash totem of healing 'Xiratira' [power 206] (6/10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce armor by 6% ----- def ----- Resists +5% arcane Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 10 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Sparkwisp0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- S.pwr/crit +10 Dmg.mod +3% lightning Res.pen +5% light Acc +7 (+2 eff.) Melee Ret 10 blight Rings can have magical properties. |
| On fingers | steel ring 'Urysarin'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Wil +4 Cun +4 Con dps ---------- Mind.crit +2% Crit.mult +5.00% ----- def ----- Defense +8 (+0 eff.) ---------- misc Equi/ret +0.08 Infravis +2 See.Invis +9 Rings can have magical properties. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Cloudpunish (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master Power 28.0 - 36.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +17.00% Res.pen +9% physical Acc +15 (+4 eff.) Apr +17 ----- def ----- Resists +12% acid +6% fire +3% light Sharp, short and deadly. |
| Around waist | balancing hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +10 Dex +8 Cun +6 Lck dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Stealth +9 ---------- misc T.Disarm +10 Infravis +5 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+0 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | shadow cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% darkness Res.pen +11% darkness Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness Stealth +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+0 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Elixir of Avoidance0.0 potion [Plot Item] Nature Permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Elixir of the Savior0.0 potion [Plot Item] Nature Permanently increase all your saving throws by 4. A vial of bubbling, slate-colored fluid. |
healing infusion of the duelist (heal 269; 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 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the wizard (die at -505; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -505 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1014 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (194.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 114.63 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
Gleraba the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Apr +3 ----- def ----- Armour +8 Defense +10 (+0 eff.) Die.at -80.00 life Max.HP +30.00 Disarm- +29% Pinning- +32% Knockbk- +27% ---------- misc Max.stam +30.00 Rings can have magical properties. |
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 1 tidal wave that expands slowly over 7 turns, dealing 4.60 cold and 4.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 40 power out of 60/60 This azure ring seems to be always moist to the touch. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+0 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
elemental stralite longsword of rage (35-49 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: Stats +9 Str dps ---------- Dmg.mod +13% physical +19% fire Res.pen +15% fire Acc +5 (+1 eff.) Sharp, long, and deadly. |
enhanced stralite mace of enduring (36-50.4 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Nature Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +5 Mag +15 Wil +7 Cun +12 Con ----- def ----- Max.HP +46.00 Blunt and deadly. |
warbringer's iron dagger of enduring (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.0 - 13.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Wil +8 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Max.HP +21.00 Disarm- +11% Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.3% 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 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 29.04 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
dwarven-steel dagger 'Belanne' (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 19.5 - 25.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 mind On Hit: * 19% chance to reduce all saves and defense by 23 While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Phys.crit +2.0% Phys.pwr +20 (+8 eff.) Acc +15 (+4 eff.) ----- def ----- Defense +15 (+0 eff.) Resists +6% blight Phys.save +15 (+5 eff.) Sharp, short and deadly. |
Robe of the Worm of Angolwen (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+7 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Halusadin the Dayshaper (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Cun +4 Con dps ---------- Dmg.mod +27% blight +18% light ----- def ----- Resists +15% blight +9% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeryssra (16 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Arcane While equipped: Stats +14 Str +5 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +13 (+5 eff.) Spell.pwr +15 (+15 eff.) Mind.pwr +13 (+6 eff.) ----- def ----- Armour +4 Defense +16 (+0 eff.) Fatigue +7% Resists +12% lightning +6% cold +18% acid Die.at -80.00 life Knockbk- +20% A suit of armour made of leather. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +14 (+6 eff.) ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Wildmire (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Defense +1 (+0 eff.) Resists +6% light Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- 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. |
shadow cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+0 eff.) Resists +25% darkness +13% temporal Stealth +12 Def/telep +15 Res/telep +12% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Gluseriassra' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+6 eff.) Res.pen +5% physical Apr +2 ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +24% ---------- misc Stam/turn +1.00 Max.stam +20.00 A pair of boots made of leather. |
Ebonypiety (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +15% darkness Melee Ret 8 darkness 6 arcane ----- def ----- Armour +4 Fatigue +3% Resists +9% acid +6% fire +6% nature Die.at -80.00 life Rush: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Festerwedge' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Melee+ 7 darkness Dmg.mod +6% darkness +3% mind Res.pen +25% fire ----- def ----- Armour +2 Resists +5% darkness +3% nature Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +4.00 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. |
brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +34 (+11 eff.) Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Disarm- +37% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
6 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. |
4 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. |
2 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. |
7 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. |
5 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. |
10 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. |
11 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 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. |
13 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. |
5 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 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. |
7 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. |
4 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. |
6 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+3 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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
438 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
void-walker's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) ----- def ----- Resists +7% blight +7% cold +6% darkness +7% temporal Def/telep +13 Res/telep +12% Dur/telep +16% ---------- misc Light +4 Infravis +3 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 42 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+12 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 53 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 1.72 cold damage and 1.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial1.0 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.(52 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 67 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 134 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. |
Unlightvein the elm totem of healing [power 116] (6/10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 8 darkness On Hit (Melee): * 20% chance to slow global speed by 49% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew wand of shielding [power 278] (6/14 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Sergei the Halfling Rogue level 28
10th Haze 123rd year of Ascendancy at 17:20 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sergei the Halfling Rogue level 36
19th Haze 124th year of Ascendancy at 01:58 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sergei the Halfling Rogue level 34
60th Regrowth 124th year of Ascendancy at 10:51 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Sergei the Halfling Rogue level 40
28th Regrowth 125th year of Ascendancy at 06:06 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sergei the Halfling Rogue level 42
47th Regrowth 125th year of Ascendancy at 23:50 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sergei the Halfling Rogue level 39
13rd Regrowth 125th year of Ascendancy at 16:39 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sergei the Halfling Rogue level 13
37th Dusk 122nd year of Ascendancy at 09:19 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Sergei the Halfling Rogue level 40
41st Regrowth 125th year of Ascendancy at 04:02 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sergei the Halfling Rogue level 37
28th Haze 124th year of Ascendancy at 04:09 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Sergei the Halfling Rogue level 29
49th Haze 123rd year of Ascendancy at 09:59 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sergei the Halfling Rogue level 41
46th Regrowth 125th year of Ascendancy at 18:18 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sergei the Halfling Rogue level 19
76th Haze 122nd year of Ascendancy at 08:48 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sergei the Halfling Rogue level 28
7th Haze 123rd year of Ascendancy at 08:12 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Sergei the Halfling Rogue level 25
8th Dusk 123rd year of Ascendancy at 18:51 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Sergei the Halfling Rogue level 41
41st Regrowth 125th year of Ascendancy at 15:14 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sergei the Halfling Rogue level 27
69th Dusk 123rd year of Ascendancy at 15:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sergei the Halfling Rogue level 43
48th Regrowth 125th year of Ascendancy at 10:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sergei the Halfling Rogue level 10
6th Flare 122nd year of Ascendancy at 05:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sergei the Halfling Rogue level 20
25th Regrowth 123rd year of Ascendancy at 18:11 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Sergei the Halfling Rogue level 30
42nd Regrowth 124th year of Ascendancy at 03:12 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Sergei the Halfling Rogue level 40
27th Regrowth 125th year of Ascendancy at 21:51 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sergei the Halfling Rogue level 15
78th Dusk 122nd year of Ascendancy at 12:15 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sergei the Halfling Rogue level 26
19th Dusk 123rd year of Ascendancy at 07:36 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sergei the Halfling Rogue level 31
51st Regrowth 124th year of Ascendancy at 13:20 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Sergei the Halfling Rogue level 26
18th Dusk 123rd year of Ascendancy at 00:23 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sergei the Halfling Rogue level 38
28th Haze 124th year of Ascendancy at 12:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sergei the Halfling Rogue level 11
7th Flare 122nd year of Ascendancy at 08:19 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sergei the Halfling Rogue level 22
25th Pyre 123rd year of Ascendancy at 11:44 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sergei the Halfling Rogue level 27
4th Haze 123rd year of Ascendancy at 09:05 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sergei the Halfling Rogue level 44
41st Pyre 125th year of Ascendancy at 11:39 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sergei the Halfling Rogue level 29
49th Haze 123rd year of Ascendancy at 10:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sergei the Halfling Rogue level 17
68th Haze 122nd year of Ascendancy at 21:26 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sergei the Halfling Rogue level 33
60th Regrowth 124th year of Ascendancy at 02:50 see stats
Well trained (Nightmare (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Sergei the Halfling Rogue level 29
34th Regrowth 124th year of Ascendancy at 13:30 see stats
Log
Poison from Sergei hits Aluin the Fallen for 2 nature damage.
Aluin the Fallen hits Sergei for 52 nature, 1 nature, 44 fire, 40 light, 45 physical, 3 arcane (184 total damage).
Aluin the Fallen hits Lure for 8 fire, 16 light, 28 physical (52 total damage).
Aluin the Fallen uses Beckon.
Sergei has been beckoned.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Lure misses Aluin the Fallen.
Sergei uses Venomous Throw.
Sergei tries to bite Aluin the Fallen!
Poison bursts out of Aluin the Fallen's corpse!
Sergei performs a melee critical strike against Aluin the Fallen!
Sergei starts regenerating health quickly.
Sergei stops regenerating health quickly.
Sergei is no longer dominated.
Sergei is no longer weakened.
Sergei is no longer focused on penetrating defenses.
Sergei is no longer beckoned.
Sergei overcomes the gloom
Sergei deactivates Trained Reactions.
Sergei overcomes the gloom.
Sergei is moving less freely.
Sergei deactivates Numbing Poison.
Sergei is no longer influenced by martyrdom.
Sergei deactivates Volatile Poison.
Sergei deactivates Quickdraw.
Sergei deactivates Skate.
Sergei can move freely once more.
Sergei deactivates Apply Poison.





































































































































