











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 30 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 21 on the 53rd Dusk 122nd year of Ascendancy at 13:57 0 / 8Killed by elven cultist at level 25 on the 24th Haze 122nd year of Ascendancy at 03:38 Killed by Xerowen the elven blood mage at level 26 on the 25th Haze 122nd year of Ascendancy at 01:47 Killed by elven cultist at level 26 on the 25th Haze 122nd year of Ascendancy at 02:38 Killed by elven cultist at level 26 on the 25th Haze 122nd year of Ascendancy at 18:58 Killed by Aerunor the radiant horror at level 30 on the 43rd Haze 122nd year of Ascendancy at 09:06 Killed by faerlhing at level 30 on the 45th Haze 122nd year of Ascendancy at 14:41 Killed by faerlhing at level 30 on the 45th Haze 122nd year of Ascendancy at 14:45 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 96 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | -89/668 |
| Positive | 117/137 |
| Stamina | 217/217 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 7.5550592547679 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 49 |
| Crit Chance | 36% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +27% |
| Nature | +3% |
| Darkness | +15% |
| Arcane | +9% |
| Fire | +23% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +16% |
| Light | +65% |
Defense: Base
| Armour (hardiness) | 80.551211628464 (93.607947236566%) |
| Defense | 37 |
| Ranged Defense | 41 |
| Fatigue | 43 |
| Physical Save | 30 |
| Spell Save | 33 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 3%( 70%) |
| Arcane | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Confusion Resistance | 10% |
| Blind Resistance | 85% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Doomelf | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by orc necromancer. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed green worm. * You've found the needed vampire lord fang. | 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 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 |
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 within4 lumberjacks have died. | 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 | Cyrewyn the Serpentrazor (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +4 Wil +2 Con dps ---------- Dmg.mod +9% lightning +3% nature ----- def ----- Armour +8 Fatigue +3% Crit.dmg- 5.00% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 74, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 200.10 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On hands | Fogzephyr (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag +6 Wil dps ---------- Phys.crit +14.0% Spell.crit +19% Mind.crit +12% Crit.mult +10.00% Spell.pwr +13 (+4 eff.) Melee+ 8 arcane Dmg.mod +9% arcane Res.pen +5% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Resists +6% arcane +9% light +3% darkness ---------- misc Mana/turn +0.30 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 | Xerath [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun +4 Str dps ---------- Crit.mult +10.00% Melee Ret 2 mind ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Deliregogrim the Gleamjeer0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Acc +8 (+2 eff.) Apr +7 Melee Ret 8 light ----- def ----- Defense +7 (+3 eff.) Resists +6% light +3% temporal Spell.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring 'Shinewisp'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- Res.pen +15% light Acc +15 (+5 eff.) Apr +2 ----- def ----- Armour +14 Rings make your fingers look great! |
| Around neck | Belille the Nightdare0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +5% darkness ----- def ----- Defense +5 (+3 eff.) Fatigue -6% Crit.dmg- 5.00% HP.reg +3.00 Blind- +20% Disease- +20% Confus- +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | elemental stralite greatsword of massacre (59-94 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 59.0 - 94.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 99 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +23% fire Res.pen +16% fire Massive two-handed swords. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+8 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Isewen the cashmere cloak (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +10 Mag +6 Cun dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Defense +13 (+5 eff.) Phys.save +10 (+5 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating stralite plate armour of command (5 def, 16 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +16 Defense +5 (+3 eff.) Fatigue +22% Mind.save +15 (+7 eff.) HP.reg +3.70 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 118; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 38%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 125; 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 125 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. |
shatter afflictions rune of the wizard (absorb 128; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 128 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 64; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 64 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +25.00 Disarm- +23% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
steel ring 'Siletta'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +3% darkness +9% cold Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Stun/Frz- +10% ---------- misc See.Invis +9 Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Yvilraba the dwarven-steel battleaxe (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +1 Mag +14 Wil +3 Cun +12 Con ----- def ----- Resists +1% physical Die.at -80.00 life Max.HP +69.00 Disarm- +20% Massive two-handed battleaxes. |
arcing steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic iron greatmaul of massacre (24-37 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Radiancespawn the dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +4 darkness While equipped: Stats +5 Str +7 Dex +7 Mag +7 Wil +7 Cun +9 Con dps ---------- Res.pen +10% light +5% fire Melee Ret 2 light ----- def ----- Resists +9% light Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
ash longbow 'Voidwish'4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 lightning +16 darkness +12 arcane On Crit.r2 +20 darkness While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Dmg.mod +17% lightning Res.pen +10% nature ---------- misc Max.mana +60.00 Longbows are used to shoot arrows at your foes. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 fire While equipped: dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
Amorab (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +10 (+3 eff.) Melee Ret 10 mind ----- def ----- Armour +14 Resists +9% lightning +3% physical Disarm- +20% One-handed war axes. |
Daimetar the iron waraxe (18-25 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Nimbuswedge the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Resists +12% lightning +6% temporal A belt that goes around your waist. |
rough leather belt 'Cyrann'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +2 Wil ----- def ----- Resists +6% fire +6% cold Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 A belt that goes around your waist. |
Gunuran the Sootdream (26 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +26 (+10 eff.) Resists +6% blight +3% fire +3% darkness Max.HP +31.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyking the cashmere cloak (17 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% cold +9% physical ----- def ----- Defense +17 (+7 eff.) Resists +9% lightning Max.HP +48.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torozilaleg the Glimmerveil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +20% light ----- def ----- Defense +1 (+1 eff.) Resists +3% cold +6% fire Die.at -40.00 life Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Branyruirin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +2 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +11% temporal Def/telep +11 Res/telep +11% Dur/telep +10% ---------- misc Infravis +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+5 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velogatta (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Wil +18 Con dps ---------- Dmg.mod +19% nature ----- def ----- Resists +11% all Crit.dmg- 15.00% Poison- +38% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anogotir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Armour +1 Resists +6% lightning +5% temporal Mind.save +3 (+2 eff.) Die.at -20.00 life ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Galegasher (15 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% lightning ----- def ----- Armour +1 Defense +15 (+6 eff.) Resists +6% lightning +6% temporal Phys.save +15 (+8 eff.) A pair of boots made of leather. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% arcane +3% blight ----- def ----- Armour +1 Resists +5% blight 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. |
naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature 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. |
restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chodin (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +1 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +5 Fatigue +1% Resists +18% darkness Knockbk- +20% ---------- misc Infravis +3 A cap made of leather. |
Chyhek (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +2 Wil dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +30 (+8 eff.) Dmg.mod +9% mind ----- def ----- Armour +4 Fatigue +4% ---------- misc Mana/turn +0.12 Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Daimedin the Glitterwyrd (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +1 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Dmg.mod +3% light Apr +2 ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanubeth the Lightningking (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.crit +4% Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +9% cold ---------- misc Max.hate +4.00 A cap made of leather. |
champion's dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +1 Str +3 Wil ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+4 eff.) ---------- misc Stam/ret +0.80 Equi/ret +1.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% nature +8% blight A pointy cloth hat, very wizardly... |
miner's hardened leather cap of absorption (0 def, 6 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/ret +1.60 Equi/ret +1.50 Infravis +2 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Aerysevea' (2 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +2% physical +17% fire A suit of armour made of mail. |
iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
Betykira the hardened leather armour (9 def, 10 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +8% Resists +3% darkness Max.HP +32.00 HP.reg +3.00 Heal.mod +15% Cut- +10% Teleport- +20% A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
Rhytotir (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% physical ----- def ----- Armour +9 Fatigue +22% Resists +3% acid +21% fire +5% arcane Spell.save +3 (+2 eff.) Pinning- +20% A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of implacability (0 def, 24 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +24 Fatigue +18% Phys.save +7 (+4 eff.) A suit of armour made of metal plates. |
Ce'Narin (10 def, 7 armour, 15-18 power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +3.0% Block +44 Melee+ +15 cold While equipped: Stats +2 Dex +3 Wil dps ---------- Crit.mult +5.00% On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +7 Defense +10 (+4 eff.) Fatigue +8% Resists +6% fire +13% cold ---------- misc Stam/turn +3.00 Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
8 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. |
52 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. |
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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
9 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Balasus the Snowwaker1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +20 (+8 eff.) Resists +9% mind +18% cold Phys.save +7 (+4 eff.) Heal.mod +15% ---------- misc Max.stam +20.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Betymina2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Defense +5 (+3 eff.) Resists +6% darkness Crit.dmg- 10.00% Max.HP +62.00 Heal.mod +5% ---------- 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. |
Xanodathra2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +6% darkness +3% all Spell.save +6 (+3 eff.) ---------- 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. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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. |
void-walker's alchemist's lamp1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +7% cold +6% temporal Def/telep +12 Res/telep +15% Dur/telep +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 194.98 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
6 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
9 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Amraith the Doomelf Sun Paladin level 12
8th Flare 122nd year of Ascendancy at 04:52 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Amraith the Doomelf Sun Paladin level 20
45th Dusk 122nd year of Ascendancy at 19:29 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Amraith the Doomelf Sun Paladin level 27
33rd Haze 122nd year of Ascendancy at 11:32 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Amraith the Doomelf Sun Paladin level 6
77th Pyre 122nd year of Ascendancy at 11:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Amraith the Doomelf Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 13:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Amraith the Doomelf Sun Paladin level 20
44th Dusk 122nd year of Ascendancy at 22:41 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Amraith the Doomelf Sun Paladin level 30
42nd Haze 122nd year of Ascendancy at 04:11 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Amraith the Doomelf Sun Paladin level 29
37th Haze 122nd year of Ascendancy at 18:07 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Amraith the Doomelf Sun Paladin level 26
26th Haze 122nd year of Ascendancy at 11:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Amraith the Doomelf Sun Paladin level 29
42nd Haze 122nd year of Ascendancy at 00:18 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Amraith the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 13:55 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Amraith the Doomelf Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 13:55 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Amraith the Doomelf Sun Paladin level 22
74th Dusk 122nd year of Ascendancy at 20:29 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Amraith the Doomelf Sun Paladin level 22
73rd Dusk 122nd year of Ascendancy at 23:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Amraith the Doomelf Sun Paladin level 25
21st Haze 122nd year of Ascendancy at 11:53 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Amraith the Doomelf Sun Paladin level 16
29th Dusk 122nd year of Ascendancy at 08:31 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Amraith the Doomelf Sun Paladin level 30
45th Haze 122nd year of Ascendancy at 14:41 see stats
Log
Ninandra, the Great Weaver receives 74 healing from Temporal Restoration Field.
Ninandra, the Great Weaver hits Faerlhing for 232 temporal damage.
Ninandra, the Great Weaver hits Amraith for 290 temporal damage.
Talent Crusade is ready to use.
Talent Shield Slam is ready to use.
Talent Retribution is ready to use.
Talent Dig is ready to use.
Amraith activates Retribution.
Faerlhing damages himself through Martyrdom!
Faerlhing's arcane area effect hits Amraith for (141 absorbed), 141 arcane (141 total damage).
Faerlhing's arcane area effect hits Ninandra, the Great Weaver for 219 arcane damage.
Amraith hits Faerlhing for 11 light, (6 ignored), 0 arcane (11 total damage).
Ninandra, the Great Weaver hits Faerlhing for 16 arcane damage.
Ninandra, the Great Weaver uses Shadow Shot.
Ninandra, the Great Weaver receives 74 healing from Temporal Restoration Field.
Amraith is surrounded by a thick smoke.
Ninandra, the Great Weaver casts Epidemic.
Ninandra, the Great Weaver's spell attains critical power!
Amraith is afflicted by an epidemic!
Ninandra, the Great Weaver's Shadow Shot hits Amraith for (15 absorbed), 15 physical, (8 absorbed), 8 blight (24 total damage).
Epidemic from Ninandra, the Great Weaver hits Amraith for (36 absorbed), 36 blight (36 total damage).
Amraith deactivates Retribution.
Amraith unleashes the stored damage in retribution!
Faerlhing damages himself through Martyrdom!
Faerlhing's arcane area effect hits Amraith for (62 absorbed), 277 arcane (277 total damage).
Faerlhing's arcane area effect hits Ninandra, the Great Weaver for 219 arcane damage.
Amraith hits Faerlhing for (18 ignored), 0 light, 9 arcane (9 total damage).
Ninandra, the Great Weaver hits Faerlhing for 16 arcane damage.
Amraith the level 30 doomelf sun paladin was mana-torn to death by a faerlhing on level 6 of Dreadfell.




























































































































