










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 50 / 326% |
| Size | medium |
| Lifes / Deaths | Killed by Emelirin the orc necromancer at level 40 on the 65th Pyre 123rd year of Ascendancy at 17:46 / 2Killed by Layira the orc corruptor at level 50 on the 68th Haze 123rd year of Ascendancy at 14:40 |
Primary Stats
| Strength | 87 (base 66) |
| Dexterity | 100 (base 63) |
| Constitution | 64 (base 41) |
| Magic | 18 (base 10) |
| Willpower | 19 (base 13) |
| Cunning | 99 (base 60) |
Resources
| Life | -490/1385 |
| Mana | 0/439 |
| Stamina | 113/358 |
| Healing Factor | 1.3493965053825 |
| Regeneration | 15.180710685553 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 72.493318879612 |
| See Invisible | 74.493318879612 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 68 |
| Crit Chance | 84% |
| APR | 61 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 115 |
| Accuracy | 68 |
| Crit Chance | 90% |
| APR | 64 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +47% |
| Arcane | +42% |
| Cold | +54% |
| All | +17% |
| Lightning | +40% |
| Light | +44% |
| Temporal | +38% |
| Physical | +100% |
| Fire | +27% |
| Darkness | +46% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +5% |
| Physical | +18% |
| Fire | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (38.594633868923%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 37 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 56%( 70%) |
| Cold | + 70%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 69%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Bleed Resistance | 100% |
| Confusion Resistance | 74% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 6 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 127 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 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
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 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. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by temporal hound. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Islayavena the skeleton master archer. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Glorelenn the ghast. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 1853. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. 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 multi-hued wyrm scale. * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+6 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 82 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 14 power out of 2/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | Porubeth (22/22, 178% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 22 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to reduce armor by 30% * 20% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 79 cold damage (1/turn) On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 temporal Damage (radius 1) on hit: +8 acid Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Phoenixvengeance'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +25 (+6 eff.) Defense: +30 (+6 eff.) Changes stats: +3 Dex Changes resistances: +9% acid / +9% cold Changes resistances penetration: +25% fire Physical save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +3.00 Light radius: +5 See stealth: +23 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Urahor the Galetickler (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +38% physical / +24% darkness / +6% blight / +36% cold / +9% nature Changes damage: +3% lightning / +33% physical / +6% darkness / +20% cold Maximum hate: +15.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Tadutar the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 darkness Changes stats: +5 Con Changes resistances: +8% darkness / +1% physical Changes damage: +5% darkness / +12% physical Physical save: +36 (+9 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +49% Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). On weapon hit: * 8% chance to reduce damage dealt by 23% Damage (Melee): +23 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood wand of lightning storm 'Starblur' [power 404] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% light Critical mult.: +40.00% Hate when firing a critical mind attack: +2.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 113 lightning damage and will be dazed for 1 turn (565 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Sunhack the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +9 Cun / +9 Dex Changes resistances: +6% light Changes resistances penetration: +5% light / +25% acid Changes damage: +9% acid / +6% light Mental save: +12 (+4 eff.) Confusion immunity: +44% Stun/Freeze immunity: +48% Life regen: +7.00 Rings make your fingers look great! |
| On fingers | stralite quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Defense: +20 (+4 eff.) Changes stats: +5 Str / +6 Wil / +6 Cun / +12 Con Changes resistances: +5% arcane Spell save: +32 (+12 eff.) Stun/Freeze immunity: +30% Maximum stamina: +59.00 Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Cun / +8 Dex Changes resistances: +5% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning Stun/Freeze immunity: +60% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
| In main hand | Branodunadil (168% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +13 Physical crit. chance: +22.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +9% temporal Critical mult.: +29.00% Blunt and deadly. |
| Around waist | Blindfear the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +13% cold / +15% fire Changes resistances penetration: +18% physical Changes damage: +25% physical / +12% light / +21% temporal Critical mult.: +14.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Beasta (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +12 Physical crit. chance: +24.0% Changes stats: +7 Dex Critical mult.: +25.00% Physical save: +18 (+5 eff.) Cut immunity: +20% Life regen: +4.00 Combat speed: +10% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Bokelathahell' (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +17 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +3 Cun / +3 Dex Changes resistances: +6% blight / +3% temporal / +12% acid Only die when reaching: -60.00 life Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe 'Shinebreaker' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% acid / +14% physical / +27% darkness / +15% cold / +31% fire / +13% all Changes resistances penetration: +15% fire Changes damage: +21% acid / +13% physical / +18% darkness / +9% light / +10% fire / +17% cold / +17% all Talent cooldown: Refit Golem (-5 turns) Spellpower: +15 (+6 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the sneak (damage 537; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 537.15 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 28; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 33; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 59; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 6 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 12; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 6 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 15 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (137). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Rimegrinder' =con 6=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 23% * 8% chance to blind Changes stats: +2 Mag / +5 Cun / +6 Con Changes resistances: +15% cold Changes damage: +8% light / +8% darkness Psi when hit: +0.08 Mental crit. chance: +2% Amulets make your neck look great! |
stralite amulet 'Adywe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +7 Dex / +7 Cun / +11 Con Changes resistances: +22% lightning Changes resistances penetration: +5% blight Physical save: +9 (+2 eff.) Stun/Freeze immunity: +34% Life regen: +8.00 Stamina each turn: +0.30 Maximum life: +38.00 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
stralite amulet 'Shinecutter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+3 eff.) Fatigue: -7% Changes stats: +17 Dex / +7 Cun / +6 Con Changes damage: +6% light Talent masteries: +0.30 Technique / Bloodthirst +0.30 Technique / Combat training Life regen: +3.00 Stamina each turn: +0.90 Only die when reaching: -40.00 life Maximum stamina: +30.00 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
ArysedherinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +16 Damage when hit (Melee): 10 blight Changes stats: +2 Con Changes resistances: +3% blight Stamina each turn: +3.00 Spellpower: +10 (+4 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Emebrewyn the gold ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +13% blight / +2% physical / +30% light Changes damage: +13% blight / +15% light Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Spellpower: +5 (+3 eff.) Healing mod.: +5% Rings make your fingers look great! |
Ivita the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Defense: +20 (+4 eff.) Changes stats: +5 Cun / +5 Wil Physical save: +8 (+2 eff.) Spell save: +14 (+6 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +20% Teleport immunity: +10% Maximum life: +24.00 Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Liseranor the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% light / +6% nature / +12% darkness Changes damage: +20% light / +6% mind Physical save: +18 (+5 eff.) Disarm immunity: +20% Only die when reaching: -80.80 life Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
NooncrackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +12% acid / +12% darkness / +6% blight / +9% mind / +15% nature Changes resistances penetration: +10% light Changes damage: +12% light / +9% mind Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +6 Con Rings make your fingers look great! |
rogue's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +14 Defense: +30 (+6 eff.) Changes stats: +7 Cun It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
steel quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Fatigue: -4% Changes stats: +2 Dex / +6 Wil / +5 Cun Changes resistances: +3% fire / +5% arcane / +3% light Reduces incoming crit damage: 10.00% Maximum encumbrance: +28 Stun/Freeze immunity: +30% Mindpower: +8 (+3 eff.) See invisible: +9 Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
stralite ring 'Shimmerhunt'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +15 Mag / +7 Wil / +8 Cun / +2 Con Changes resistances: +14% mind Changes damage: +14% mind / +6% lightning Spellpower: +18 (+7 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance =con 4=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +3.00 Rings make your fingers look great! |
dwarven-steel dagger 'Belirain' (110% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (Melee): +8 temporal / +8 cold Damage (radius 2) on crit: +4 arcane When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +6% temporal Sharp, short and deadly. |
enhanced stralite dagger of amnesia (135% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes stats: +8 Str / +9 Dex / +7 Mag / +7 Wil / +8 Cun / +7 Con Sharp, short and deadly. |
enhanced stralite dagger of shearing (135% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +12 Changes stats: +7 Str / +8 Dex / +11 Mag / +3 Wil / +7 Cun / +7 Con Changes resistances penetration: +11% all Sharp, short and deadly. |
enhanced voratun dagger of enduring (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Str / +11 Dex / +9 Mag / +10 Wil / +8 Cun / +16 Con Maximum life: +84.00 Sharp, short and deadly. |
truestriking voratun dagger of crippling (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +6 Physical crit. chance: +11.0% Changes resistances penetration: +14% physical Sharp, short and deadly. |
voratun dagger 'Nightwreath' (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 23% Damage when hit (Melee): 10 mind Changes resistances: +12% lightning / +12% cold / +21% fire / +3% physical Knockback immunity: +21% Life regen: +4.21 Maximum stamina: +20.00 Sharp, short and deadly. |
LayyldaveaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +30 (+6 eff.) Changes stats: +4 Str / +9 Wil Changes damage: +12% mind Physical save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +92.00 Maximum mana: +60.00 Maximum stamina: +45.00 Maximum hate: +16.00 Maximum psi: +28.00 Maximum vim: +32.00 Maximum pos.energy: +22.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 145, based on Magic) for 10 turns Activation costs 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Xeratira the MorningboreInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +19 (+5 eff.) Changes stats: +9 Str / +10 Con Changes resistances penetration: +10% light Changes damage: +12% light / +6% cold Physical save: +30 (+8 eff.) Mindpower: +7 (+2 eff.) Light radius: +3 Size category: +2 A belt that goes around your waist. |
hardened leather belt 'Sunquencher'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +9 Str Changes resistances: +6% light Changes resistances penetration: +10% arcane Critical mult.: +40.00% Physical save: +9 (+2 eff.) Spell save: +8 (+4 eff.) Maximum mana: +80.00 Size category: +1 A belt that goes around your waist. |
noble's hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +2 Con Damage against: +25% Summoned Reduced damage from: +20% Summoned Mental save: +7 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Lisyrin the Hellqueller (33 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +3.0% Defense: +33 (+7 eff.) Changes stats: +7 Str / +3 Con Changes resistances: +9% nature / +9% fire Changes resistances penetration: +15% fire Physical save: +30 (+8 eff.) Only die when reaching: -84.29 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tiderage the elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Cun / +5 Wil Changes resistances: +23% light / +9% temporal Changes resistances penetration: +29% cold Spell save: +21 (+8 eff.) Equilibrium when hit: +0.28 Mental crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Duvasus' (2 def, 0 armour) =con 7=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str / +7 Con Changes resistances: +12% fire Confusion immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightglory the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% lightning / +51% darkness / +21% cold / +24% blight / +28% fire / +24% light / +15% all Changes damage: +20% darkness / +12% arcane Critical mult.: +15.00% Physical save: +40 (+10 eff.) Spell save: +79 (+26 eff.) Mental save: +35 (+11 eff.) Spellpower on spell critical (stacks up to 3 times): +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neryralle the Blazewisp (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Dex Changes resistances: +21% acid / +12% physical / +12% fire / +13% all Changes damage: +14% acid / +24% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Mana each turn: +0.30 Maximum mana: +40.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Glara (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances: +3% blight / +9% temporal Reduces incoming crit damage: 15.00% Silence immunity: +10% Life regen: +18.00 Healing mod.: +55% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivytha (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Changes damage: +3% blight / +12% arcane Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +29% Mana when firing critical spell: +2.00 Spell crit. chance: +1% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Isereda' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +3% cold / +6% temporal Maximum encumbrance: +20 Physical save: +5 (+1 eff.) Spell save: +6 (+3 eff.) Stamina each turn: +0.80 Maximum stamina: +45.00 A pair of boots made of leather. |
Lelugrim the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +9 Cun Changes damage: +12% mind Physical save: +8 (+2 eff.) Spell save: +15 (+6 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +26% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Araba (0 def, 10 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +9 Str / +3 Dex / +5 Wil / +4 Cun / +2 Con Changes resistances: +6% blight / +12% fire / +6% temporal Mindpower: +5 (+2 eff.) Infravision radius: +5 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 698.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Betharivena the Blastkiller (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +2 Dex / +4 Wil / +3 Con Changes resistances: +7% physical Changes resistances penetration: +5% lightning Physical save: +29 (+7 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Scabkill' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Wil Changes resistances: +9% blight Changes resistances penetration: +10% nature Changes damage: +6% mind Critical mult.: +20.00% Mental save: +8 (+2 eff.) Equilibrium when hit: +0.08 Maximum psi: +50.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Gygen' (0 def, 3 armour) =con 5=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +3 Wil / +5 Con Reduces incoming crit damage: 15.00% Infravision radius: +1 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerilarim the dwarven-steel pickaxe (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +6 Defense: +30 (+6 eff.) Changes stats: +5 Str / +8 Dex Changes resistances: +13% nature Changes resistances penetration: +25% physical Changes damage: +8% nature Maximum stamina: +30.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Duryrain (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -13% Damage when hit (Melee): 2 temporal Changes stats: +6 Str Changes resistances: +24% acid Changes damage: +6% acid Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lisariwe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes stats: +2 Str Changes resistances: +8% physical Changes damage: +27% arcane / +21% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Torurorach' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Dex / +5 Mag Changes resistances: +15% light / +30% fire Maximum life: +28.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerath the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +6 Str / +7 Dex / +2 Mag / +10 Wil / +3 Cun Changes resistances: +9% blight Critical mult.: +16.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 44 power out of 150/150) : Effective talent level: 4.0 Power cost: 44 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 28.84 cold damage and 37.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Malodragas the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes stats: +1 Cun / +5 Wil Changes resistances: +6% fire Changes damage: +15% mind Critical mult.: +15.00% Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Morningblur the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 28 Changes resistances: +3% light Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +8 See invisible: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Sleetdeath the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +8 Dex / +2 Wil Changes resistances: +21% cold Changes resistances penetration: +11% all Changes damage: +6% cold Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 22 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
63 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat. Activation costs 42 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 318.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 14 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nyldir the voratun torque of gale force [power 465] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Cun Critical mult.: +20.00% Psi when hit: +0.12 Mental crit. chance: +3% Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 930 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 26% for 2 turns. * Heal for 87. Torques are made by powerful psionics to store psionic powers. |
Spidervault [power 335] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +7 Wil Changes resistances penetration: +10% nature Changes damage: +6% light Reduces incoming crit damage: 10.00% It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 670 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 1. * Increase all damage by 16% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of healing [power 272] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Demonfurnace the ash wand of conjuration [power 175] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes resistances: +12% nature Blindness immunity: +20% Disarm immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a magical bolt dealing 245 lightning damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Prismroar [power 320] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% light / +12% temporal Changes resistances penetration: +25% arcane / +10% light Light radius: +3 It can be used to create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 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. |
11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Skemar the Skeleton Marauder level 36
22nd Pyre 123rd year of Ascendancy at 03:00 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Skemar the Skeleton Marauder level 36
20th Pyre 123rd year of Ascendancy at 11:37 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Skemar the Skeleton Marauder level 49
73rd Dusk 123rd year of Ascendancy at 10:10 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skemar the Skeleton Marauder level 46
60th Dusk 123rd year of Ascendancy at 15:36 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Skemar the Skeleton Marauder level 46
46th Dusk 123rd year of Ascendancy at 20:26 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Skemar the Skeleton Marauder level 39
55th Pyre 123rd year of Ascendancy at 01:54 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Skemar the Skeleton Marauder level 28
56th Haze 122nd year of Ascendancy at 09:09 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skemar the Skeleton Marauder level 10
1st Flare 122nd year of Ascendancy at 02:41 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Skemar the Skeleton Marauder level 47
63rd Dusk 123rd year of Ascendancy at 06:39 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Skemar the Skeleton Marauder level 38
51st Pyre 123rd year of Ascendancy at 06:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Skemar the Skeleton Marauder level 31
68th Regrowth 123rd year of Ascendancy at 22:30 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Skemar the Skeleton Marauder level 31
79th Regrowth 123rd year of Ascendancy at 04:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skemar the Skeleton Marauder level 22
26th Haze 122nd year of Ascendancy at 07:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skemar the Skeleton Marauder level 32
80th Regrowth 123rd year of Ascendancy at 20:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Skemar the Skeleton Marauder level 27
47th Haze 122nd year of Ascendancy at 06:58 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Skemar the Skeleton Marauder level 47
63rd Dusk 123rd year of Ascendancy at 10:00 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Skemar the Skeleton Marauder level 50
36th Haze 123rd year of Ascendancy at 10:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skemar the Skeleton Marauder level 31
75th Regrowth 123rd year of Ascendancy at 11:32 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skemar the Skeleton Marauder level 47
61st Dusk 123rd year of Ascendancy at 02:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skemar the Skeleton Marauder level 10
1st Flare 122nd year of Ascendancy at 02:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skemar the Skeleton Marauder level 20
76th Dusk 122nd year of Ascendancy at 01:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skemar the Skeleton Marauder level 30
60th Haze 122nd year of Ascendancy at 14:14 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Skemar the Skeleton Marauder level 40
61st Pyre 123rd year of Ascendancy at 07:10 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Skemar the Skeleton Marauder level 50
4th Haze 123rd year of Ascendancy at 16:56 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Skemar the Skeleton Marauder level 50
34th Haze 123rd year of Ascendancy at 16:18 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Skemar the Skeleton Marauder level 30
17th Regrowth 123rd year of Ascendancy at 08:15 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Skemar the Skeleton Marauder level 30
28th Regrowth 123rd year of Ascendancy at 07:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Skemar the Skeleton Marauder level 25
35th Haze 122nd year of Ascendancy at 06:30 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Skemar the Skeleton Marauder level 38
51st Pyre 123rd year of Ascendancy at 13:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Skemar the Skeleton Marauder level 36
32nd Pyre 123rd year of Ascendancy at 04:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skemar the Skeleton Marauder level 10
4th Dusk 122nd year of Ascendancy at 04:45 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skemar the Skeleton Marauder level 30
45th Regrowth 123rd year of Ascendancy at 01:48 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Skemar the Skeleton Marauder level 48
70th Dusk 123rd year of Ascendancy at 22:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skemar the Skeleton Marauder level 12
19th Dusk 122nd year of Ascendancy at 18:05 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skemar the Skeleton Marauder level 42
4th Mirth 123rd year of Ascendancy at 23:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skemar the Skeleton Marauder level 21
23rd Haze 122nd year of Ascendancy at 11:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skemar the Skeleton Marauder level 16
48th Dusk 122nd year of Ascendancy at 10:53 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Skemar the Skeleton Marauder level 40
65th Pyre 123rd year of Ascendancy at 17:46 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skemar the Skeleton Marauder level 35
19th Pyre 123rd year of Ascendancy at 22:04 see stats
Log
Layira the orc corruptor is wasting away!
Eilinaleta the runed bone giant casts Manathrust.
Eilinaleta the runed bone giant's spell attains critical power!
Your shield crumbles under the damage!
The shield around Skemar crumbles.
Eilinaleta the runed bone giant hits Skemar for (12 absorbed), 79 arcane (79 total damage).
Orc necromancer deactivates Hiemal Shield.
Wretchling's acid area effect hits Orc necromancer for (3 absorbed), 26 acid (26 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Glydhema the orc necromancer's desolate waste area effect hits Skemar for 0 cold damage.
Orc necromancer's desolate waste area effect hits Skemar for 12 cold damage.
Wretchling's acid area effect hits Orc necromancer for (17 absorbed), 8 acid (8 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Glutha the eternal bone giant casts Darkest Light.
Glutha the eternal bone giant's spell attains critical power!
Orc necromancer casts Rune: Blink.
Orc necromancer is out of phase.
Layira the orc corruptor loses 5 health to the entropy.
Layira the orc corruptor roars triumphantly.
Skemar slows down.
Skemar has regained its confidence.
The protective shield of Skemar disappears.
Talent Dual Strike is ready to use.
Shrouded in Darklight from Glutha the eternal bone giant hits Skemar for 89 light, 104 darkness (193 total damage).
Deep Wound from Skemar hits Orc necromancer for 55 light, 53 darkness (109 total damage).
Dark Whispers from Layira the orc corruptor hits Skemar for 91 darkness damage.
Entropic Gift from Layira the orc corruptor hits Skemar for 1541 temporal damage.
Skemar the level 50 skeleton marauder was timewarped to death by Layira the orc corruptor on level 3 of Rak'shor Pride.
Skemar no longer revels in blood quite so much.


































































































































































