











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 33 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by Ilare the krog at level 13 on the 54th Dusk 122nd year of Ascendancy at 22:16 0 / 8Killed by Celia at level 24 on the 14th Pyre 123rd year of Ascendancy at 08:40 Killed by Grand Corruptor at level 25 on the 19th Pyre 123rd year of Ascendancy at 09:06 Killed by Grand Corruptor at level 25 on the 19th Pyre 123rd year of Ascendancy at 19:05 Killed by elven cultist at level 25 on the 29th Pyre 123rd year of Ascendancy at 20:27 Killed by armoured skeleton warrior at level 28 on the 54th Pyre 123rd year of Ascendancy at 17:17 Killed by armoured skeleton warrior at level 30 on the 57th Pyre 123rd year of Ascendancy at 17:00 Killed by Betavea the ghoulking at level 33 on the 3rd Summertide 123rd year of Ascendancy at 20:11 |
Primary Stats
| Strength | 47 (base 23) |
| Dexterity | 58 (base 28) |
| Constitution | 56 (base 53) |
| Magic | 90 (base 40) |
| Willpower | 16 (base 10) |
| Cunning | 48 (base 17) |
Resources
| Life | -245/1025 |
| Mana | 164/355 |
| Stamina | 135/211 |
| Healing Factor | 1.3100460901467 |
| Regeneration | 0.32751152253669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 50.989687335918 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 58 |
| Crit Chance | 19% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 58 |
| Crit Chance | 25% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 19% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +59% |
| Fire | +35% |
| Temporal | +3% |
| Cold | +25% |
| Arcane | +25% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Physical | +10% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 34 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 29%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (18 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 118. | 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 |
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 AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | eldritch pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Wil +5 Mag dps ---------- Spell.crit +2% ----- def ----- Armour +3 ---------- misc Mana/turn +0.22 Max.mana +33.00 Spell.cld 10% A pair of boots made of leather. |
| Quiver | storming quiver of ash arrows of wind (16/16, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Proj.spd +200% Ranged+ +12 lightning On Crit.r2 +11 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | ethereal alchemist's lamp of health0.0 T3 lite [Ego+] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Max.HP +52.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arthodeldil the Viletrencher (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% nature ---------- misc Max.psi +30.00 A pointy cloth hat, very wizardly... |
| On hands | brawler's drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +9 Cun dps ---------- Acc +8 (+2 eff.) Apr +14 ----- def ----- Armour +3 Phys.save +11 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +12 Crit +18.0% Atk.spd 100% On Hit: 10% Set Up 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered yew totem of healing [power 494] (5/13 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | Adibeth the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +30% acid +17% fire +6% temporal +21% cold ---------- misc See.Invis +18 Amulets make your neck look great! |
| In main hand | short elm magestaff of illumination (10-12 power, 2 apr, fire element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Hanoldil the Strikelady1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Spell.pwr +4 (+1 eff.) Dmg.mod +3% temporal ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning +6% temporal Mind.save +8 (+4 eff.) A belt that goes around your waist. |
| In off hand | Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | Balodan the Prismstinger (17 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Defense +17 (+5 eff.) Resists +6% light ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shinetouch the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Dmg.mod +12% lightning +6% mind Res.pen +10% light ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +6% light +9% physical Phys.save +19 (+6 eff.) ---------- misc Max.hate +6.00 A suit of armour made of leather. |
Inventory
heroism infusion (die at -326; dur 6; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 6 turns. While Heroism is active, you will only die when reaching -326 life. The duration and life will increase by 1% for every 1% life you have lost (currently 730 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 380; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical, physical; dur 3; cd 16)0.1 infusion scroll [Normal] 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 magical and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (214.00 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 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 220.42 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. |
blink rune of the wizard (range 6; phase 22; cd 15)0.1 T1 rune scroll [Ego] 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: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.21 Max.mana +23.00 Amulets make your neck look great! |
grounding steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
savior's stralite amulet of mastery (0.31 Spell / Aegis)0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +16 (+5 eff.) Spell.save +18 (+8 eff.) Mind.save +13 (+6 eff.) ---------- misc Masteries +0.31 Spell/Aegis Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +23.00 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.29 cold and 9.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
warrior's stralite ring of lightning (+20%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Elariann (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 26.0 - 33.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 blight On Hit: * Create an explosion dealing 98 acid damage (1/turn) While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% acid Res.pen +13% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +6% blight ---------- misc Equi/ret +0.04 Max.hate +4.00 Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shiverrip (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 cold On Hit: 20% Curse of Vulnerability 2 While equipped: Stats +5 Mag +7 Wil ----- def ----- Resists +6% blight ---------- misc See.Invis +15 Sharp, short and deadly. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 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. |
stormbringer's ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold On Crit.r2 +11 lightning +8 cold While equipped: dps ---------- Mov.spd +30% Dmg.mod +12% cold Res.pen +12% lightning +11% cold Longbows are used to shoot arrows at your foes. |
magewarrior's short elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +18 (+5 eff.) Dmg.mod +25% lightning Acc +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
stormwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +15% lightning +9% physical +11% cold ----- def ----- Resists +6% lightning +7% cold +7% blight +9% all Max.HP +40.00 HP.reg +2.20 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +20% ---------- misc Mana/turn +0.20 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +7 arcane +9 physical On Hit: 10% Juggernaut 1 On Hit: 10% Elemental Bolt 5 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 5.2 Pwr.cost 18 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 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Grinayon' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +2 Str +5 Dex +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+2 eff.) Dmg.mod +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +18% nature +6% lightning ---------- misc Mana/turn +0.24 A pointy cloth hat, very wizardly... |
insulating 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% Resists +5% fire +6% cold A cap made of leather. |
rough leather cap 'Poralaith' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- Spell.crit +2% Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +5% temporal +6% light +4% fire +3% nature +5% acid +6% blight +5% cold +5% darkness ---------- misc Mana/turn +0.18 A pointy cloth hat, very wizardly... |
arcing quiver of yew arrows of daylight (20/20, 32-46 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +9 light Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Arrows are used with bows to pierce your foes to death. |
7 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. |
150 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. |
8 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. |
11 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. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
4 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
3 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
3 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
7 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 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 140% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Neronn the Scorchstar (40/40, 14-16 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 40 Ranged+ +4 acid On Hit.r1 +4 acid On Hit: * 20% chance to reduce armor by 38% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 42 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Darkbearer the ash totem of healing [power 206] (5/9 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +12% blight +6% physical +3% light Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 9 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 61] (5/18 cooldown)2.0 T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 61 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
7 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. |
elm wand of conjuration [power 100] (5/9 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 acid damage Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 122] (5/9 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of lightning storm [power 98] (5/8 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (155 total damage) Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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. |
9 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ewerion the Skeleton Arcane Blade level 31
60th Pyre 123rd year of Ascendancy at 00:38 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Ewerion the Skeleton Arcane Blade level 25
19th Pyre 123rd year of Ascendancy at 20:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ewerion the Skeleton Arcane Blade level 9
13rd Dusk 122nd year of Ascendancy at 18:22 see stats
Exterminator
Killed 1000 creatures.By Ewerion the Skeleton Arcane Blade level 17
73rd Dusk 122nd year of Ascendancy at 10:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ewerion the Skeleton Arcane Blade level 19
38th Haze 122nd year of Ascendancy at 21:39 see stats
Fear me not!
Survived the Fearscape!By Ewerion the Skeleton Arcane Blade level 24
18th Pyre 123rd year of Ascendancy at 13:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ewerion the Skeleton Arcane Blade level 18
74th Dusk 122nd year of Ascendancy at 18:45 see stats
Level 10
Got a character to level 10.By Ewerion the Skeleton Arcane Blade level 10
24th Dusk 122nd year of Ascendancy at 12:46 see stats
Level 20
Got a character to level 20.By Ewerion the Skeleton Arcane Blade level 20
53rd Haze 122nd year of Ascendancy at 15:12 see stats
Level 30
Got a character to level 30.By Ewerion the Skeleton Arcane Blade level 30
57th Pyre 123rd year of Ascendancy at 04:08 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ewerion the Skeleton Arcane Blade level 20
53rd Haze 122nd year of Ascendancy at 20:06 see stats
Size is everything
Did over 1500 damage in one attack.By Ewerion the Skeleton Arcane Blade level 31
1st Mirth 123rd year of Ascendancy at 23:06 see stats
Size matters
Did over 600 damage in one attack.By Ewerion the Skeleton Arcane Blade level 15
60th Dusk 122nd year of Ascendancy at 15:40 see stats
The Arena
Unlocked Arena mode.By Ewerion the Skeleton Arcane Blade level 5
4th Mirth 122nd year of Ascendancy at 19:33 see stats
The Rat Lich
Killed the terrible Rat Lich.By Ewerion the Skeleton Arcane Blade level 20
68th Haze 122nd year of Ascendancy at 14:41 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ewerion the Skeleton Arcane Blade level 24
4th Pyre 123rd year of Ascendancy at 18:51 see stats
The secret city
Discovered the truth about mages.By Ewerion the Skeleton Arcane Blade level 11
41st Dusk 122nd year of Ascendancy at 22:51 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Ewerion the Skeleton Arcane Blade level 24
18th Pyre 123rd year of Ascendancy at 09:40 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ewerion the Skeleton Arcane Blade level 24
4th Pyre 123rd year of Ascendancy at 05:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ewerion the Skeleton Arcane Blade level 27
50th Pyre 123rd year of Ascendancy at 04:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ewerion the Skeleton Arcane Blade level 15
70th Dusk 122nd year of Ascendancy at 01:26 see stats
Unstoppable
Returned from the dead.By Ewerion the Skeleton Arcane Blade level 30
57th Pyre 123rd year of Ascendancy at 17:00 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ewerion the Skeleton Arcane Blade level 30
57th Pyre 123rd year of Ascendancy at 18:18 see stats
Log
Rotting Disease from Betavea the ghoulking hits Ewerion for 49 blight damage.
Decrepitude Disease from Betavea the ghoulking hits Ewerion for 47 blight damage.
Betavea the ghoulking performs a diseased attack against Ewerion.
Betavea the ghoulking misses Ewerion.
Betavea the ghoulking performs a melee critical strike against Ewerion!
Betavea the ghoulking hits Ewerion for 83 physical, 6 lightning, 13 cold (102 total damage).
Ewerion is confused and fails to use Attack.
Ewerion seems more focused.
Talent Inner Power is ready to use.
Weakness Disease from Betavea the ghoulking hits Ewerion for 47 blight damage.
Rotting Disease from Betavea the ghoulking hits Ewerion for 49 blight damage.
Decrepitude Disease from Betavea the ghoulking hits Ewerion for 47 blight damage.
Betavea the ghoulking uses Block.
Ewerion casts Arcane Strike.
Ewerion casts Lightning.
Ewerion's spell attains critical power!
Ewerion hits Betavea the ghoulking for (0 blocked), 0 fire, (0 blocked), 0 cold, (0 blocked), 0 lightning, (0 blocked), 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, (5 blocked), 0 fire, (3 blocked), 0 cold, (5 blocked), 0 lightning, (4 blocked), 0 arcane, (5 blocked), 0 fire, (3 blocked), 0 cold, (6 blocked), 0 lightning, (4 blocked), 0 arcane, (136 blocked), 0 fire, (99 blocked), 0 cold, (156 blocked), 8 lightning, (122 blocked), 0 arcane, (0 blocked), 0 fire, (0 blocked), 0 cold, (0 blocked), 0 lightning, (0 blocked), 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, (5 blocked), 0 fire, (3 blocked), 0 cold, (5 blocked), 0 lightning, (4 blocked), 0 arcane, (5 blocked), 0 fire, (3 blocked), 0 cold, (6 blocked), 0 lightning, (4 blocked), 0 arcane (8 total damage).
A shield forms around Ewerion.
Decrepitude Disease from Betavea the ghoulking hits Ewerion for (43 absorbed), 0 blight (0 total damage).
Rotting Disease from Betavea the ghoulking hits Ewerion for (45 absorbed), 0 blight (0 total damage).
Weakness Disease from Betavea the ghoulking hits Ewerion for (43 absorbed), 0 blight (0 total damage).
Betavea the ghoulking uses Shield Pummel.
Your shield crumbles under the damage!
The shield around Ewerion crumbles.
Betavea the ghoulking performs a melee critical strike against Ewerion!
Ewerion is stunned!
Betavea the ghoulking hits Ewerion for (131 absorbed), 272 physical, 685 physical (958 total damage).
Ewerion the level 33 skeleton arcane blade was ground to death by Betavea the ghoulking on level 2 of Lelifast.






































































































































