











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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 | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 28 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Gunsnake at level 13 on the 79th Dusk 122nd year of Ascendancy at 13:43 / 52Killed by Gunsnake at level 13 on the 79th Dusk 122nd year of Ascendancy at 14:27 Killed by Gunsnake at level 13 on the 79th Dusk 122nd year of Ascendancy at 16:07 Killed by Gunsnake at level 13 on the 1st Time of Equilibrium 122nd year of Ascendancy at 01:55 Killed by multi-hued drake hatchling at level 14 on the 1st Haze 122nd year of Ascendancy at 07:36 Killed by Polurawyn the fox at level 14 on the 1st Haze 122nd year of Ascendancy at 18:47 Killed by Horned Horror at level 15 on the 4th Haze 122nd year of Ascendancy at 00:10 Killed by Horned Horror at level 15 on the 4th Haze 122nd year of Ascendancy at 00:32 Killed by bandit at level 15 on the 4th Haze 122nd year of Ascendancy at 02:22 Killed by war hound at level 15 on the 5th Haze 122nd year of Ascendancy at 02:43 Killed by Lifiah the human at level 16 on the 13rd Haze 122nd year of Ascendancy at 07:49 Killed by worm that walks at level 17 on the 17th Haze 122nd year of Ascendancy at 12:38 Killed by carrion worm mass at level 17 on the 17th Haze 122nd year of Ascendancy at 12:58 Killed by worm that walks at level 17 on the 17th Haze 122nd year of Ascendancy at 13:16 Killed by worm that walks at level 17 on the 17th Haze 122nd year of Ascendancy at 13:37 Killed by worm that walks at level 17 on the 17th Haze 122nd year of Ascendancy at 14:08 Killed by worm that walks at level 17 on the 17th Haze 122nd year of Ascendancy at 15:23 Killed by Ineedotherraces at level 17 on the 18th Haze 122nd year of Ascendancy at 19:34 Killed by naga myrmidon at level 18 on the 18th Haze 122nd year of Ascendancy at 22:52 Killed by naga myrmidon at level 18 on the 18th Haze 122nd year of Ascendancy at 23:09 Killed by naga myrmidon at level 18 on the 18th Haze 122nd year of Ascendancy at 23:32 Killed by boiling horror at level 18 on the 19th Haze 122nd year of Ascendancy at 00:02 Killed by naga myrmidon at level 18 on the 19th Haze 122nd year of Ascendancy at 01:20 Killed by naga myrmidon at level 18 on the 19th Haze 122nd year of Ascendancy at 02:27 Killed by Ineedotherraces at level 18 on the 19th Haze 122nd year of Ascendancy at 10:51 Killed by Weirdling Beast at level 18 on the 20th Haze 122nd year of Ascendancy at 19:27 Killed by Unveber the human at level 19 on the 54th Haze 122nd year of Ascendancy at 23:39 Killed by Sandworm Queen at level 20 on the 75th Haze 122nd year of Ascendancy at 17:25 Killed by Grgglck the Devouring Darkness at level 21 on the 78th Haze 122nd year of Ascendancy at 18:46 Killed by Grgglck the Devouring Darkness at level 21 on the 78th Haze 122nd year of Ascendancy at 19:35 Killed by gwelgoroth at level 21 on the 79th Haze 122nd year of Ascendancy at 03:51 Killed by Urkis, the High Tempest at level 21 on the 79th Haze 122nd year of Ascendancy at 11:34 Killed by Urkis, the High Tempest at level 21 on the 79th Haze 122nd year of Ascendancy at 11:53 Killed by Urkis, the High Tempest at level 21 on the 79th Haze 122nd year of Ascendancy at 12:02 Killed by Urkis, the High Tempest at level 21 on the 79th Haze 122nd year of Ascendancy at 12:21 Killed by Isuwe the devourer at level 22 on the 8th Allure 123rd year of Ascendancy at 00:40 Killed by Isuwe the devourer at level 22 on the 8th Allure 123rd year of Ascendancy at 01:17 Killed by Glorathra the rogue at level 22 on the 7th Regrowth 123rd year of Ascendancy at 10:43 Killed by Glorathra the rogue at level 22 on the 7th Regrowth 123rd year of Ascendancy at 10:55 Killed by Chronolith Clone at level 24 on the 11st Regrowth 123rd year of Ascendancy at 06:42 Killed by armoured skeleton warrior at level 26 on the 10th Pyre 123rd year of Ascendancy at 12:24 Killed by Siloth the mean looking elven guard at level 26 on the 10th Pyre 123rd year of Ascendancy at 20:54 Killed by elven cultist at level 27 on the 11st Pyre 123rd year of Ascendancy at 07:08 Killed by elven corruptor at level 27 on the 11st Pyre 123rd year of Ascendancy at 15:01 Killed by corrupted elven warrior at level 27 on the 11st Pyre 123rd year of Ascendancy at 20:09 Killed by corrupted elven warrior at level 27 on the 11st Pyre 123rd year of Ascendancy at 20:21 Killed by corrupted elven warrior at level 27 on the 11st Pyre 123rd year of Ascendancy at 20:51 Killed by corrupted elven warrior at level 27 on the 11st Pyre 123rd year of Ascendancy at 22:01 Killed by corrupted elven warrior at level 27 on the 11st Pyre 123rd year of Ascendancy at 22:30 Killed by elven cultist at level 27 on the 12nd Pyre 123rd year of Ascendancy at 02:55 Killed by Yvamina the Guardian at level 28 on the 41st Pyre 123rd year of Ascendancy at 17:47 Killed by Cyrygama the void horror at level 28 on the 41st Pyre 123rd year of Ascendancy at 22:35 |
Primary Stats
| Strength | 34 (base 12) |
| Dexterity | 80 (base 59) |
| Constitution | 61 (base 50) |
| Magic | 25 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 44 (base 12) |
Resources
| Life | -188/801 |
| Stamina | 163/281 |
| Healing Factor | 1.3349470706754 |
| Regeneration | 110.93680959475 |
Speed
| Mental | +16.579594998463% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 54 |
| Crit Chance | 14% |
| APR | 27 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 58 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Cold | + 7%( 70%) |
| Nature | + 6%( 70%) |
| Blight | + 2%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 6%( 70%) |
| All | -3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -531 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1186 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Reflexes | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.47 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.47 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Effects
| detrimental effect | Slowed by 50% and taking 113 crushing damage per turn. Imploding (slow) |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The target is losing one sustain per turn. Entropy |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| beneficial effect | Increases attack speed by 17%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 81 increased life regeneration. Recovery |
| detrimental effect | The target is poisoned, taking 27.23 nature damage per turn. Deadly Poison |
| beneficial effect | Fatigue reduced by 21%. Charm: Innervating |
| beneficial effect | The target has 34% chance to evade melee and ranged attacks and gains 39 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)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 talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 123. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 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 | The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | Ulferethad (10/20, 38-53 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 38.0 - 53.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Damage (Ranged): +20 blight Damage (radius 1) on hit: +16 temporal Damage (radius 2) on crit: +12 blight / +20 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Salyrevena'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Reduces incoming crit damage: 15.00% Spell save: +12 (+6 eff.) Maximum life: +44.00 Light radius: +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. |
| On head | Pyreblur (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% blight / +9% nature / +6% lightning Changes resistances penetration: +5% mind Changes damage: +9% fire A cap made of leather. |
| Tool | Rhezilatir [power 116] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +5 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | RagildilPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +9 Physical power: +15 (+5 eff.) Defense: +18 (+5 eff.) Changes stats: +6 Cun / +3 Mag Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | insulating hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +7% cold / +9% fire Trap disarming bonus: +11 Stealth bonus: +11 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Frostterror the ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 cold Damage (radius 1) on hit: +4 cold When wielded/worn: Damage when hit (Melee): 8 mind / 6 cold Changes stats: +8 Str / +9 Dex / +8 Mag / +5 Wil / +6 Cun / +8 Con Changes resistances: +3% cold Changes resistances penetration: +5% mind Longbows are used to shoot arrows at your foes. |
| On hands | alchemist's hardened leather gloves of archery (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 4 acid / 5 fire / 5 lightning / 5 cold Changes stats: +4 Dex / +2 Mag / +4 Wil / +2 Cun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 36% 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. |
| Main armor | Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | regal linen cloak of mindcraft (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +5 Wil Mental save: +7 (+3 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of perfection (0.17 Technique / Combat training,0.17 Technique / Marksmanship)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.17 Technique / Marksmanship +0.17 Technique / Combat training Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 600%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; magical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the titan (res 29%; mental, magical; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane, nature)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 5 darkness, 4 cold, 3 arcane, 5 nature 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 the Rift (278.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 236.30 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. 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. |
clarifying steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Shiverbearer the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 4 cold Changes resistances: +3% acid Mental save: +12 (+6 eff.) Blindness immunity: +21% Confusion immunity: +20% Life regen: +4.00 Infravision radius: +4 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.25 cold and 10.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level.gladiator's gold ring of aether (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +12% arcane Changes damage: +12% arcane Rings make your fingers look great! |
gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +11 Physical power: +11 (+4 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
This item will automatically be transmogrified when you leave the level.Balurand (22-34 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 22 Damage (radius 1) on hit: +20 mind When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +5 Cun / +3 Str Disarm immunity: +35% See invisible: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatmaul of massacre (51-76 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +12 (+3 eff.) Disarm immunity: +36% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul 'Hettiromimas' (42-63 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +8 blight When wielded/worn: Changes resistances: +12% darkness / +3% light Critical mult.: +10.00% Blindness immunity: +20% Equilibrium when hit: +0.12 Mental crit. chance: +2% Massive two-handed mauls. |
caustic yew longbow of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +15 acid / +26 nature When wielded/worn: Armour penetration: +11 Changes stats: +9 Wil / +12 Con Changes resistances penetration: +11% acid / +20% nature Maximum life: +57.00 Longbows are used to shoot arrows at your foes. |
yew longbow 'Magmaward'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning / +12 fire Damage (radius 1) on hit: +12 lightning When wielded/worn: Effects on ranged hit: * 20% chance to reduce armor by 17% Changes damage: +20% lightning / +15% fire / +6% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Glavea the Shadowwarden (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% * 20% chance to reduce strength, dexterity, and constitution by 8 Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane / +15% darkness Changes resistances penetration: +5% darkness Changes damage: +9% blight Disarm immunity: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel mace of daylight (26-37 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Damage (Melee): +7 light Damage against: +11% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Dairuntir (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes resistances penetration: +10% arcane Changes damage: +18% blight / +15% darkness Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 33.10 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. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel waraxe of phasing (23-32 power, 9 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage Shield penetration (this weapon only): +13% One-handed war axes. |
FlowerfuryInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 mind Changes resistances: +9% lightning / +8% temporal / +5% arcane / +9% nature Changes resistances penetration: +10% nature Changes damage: +15% mind A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather belt of recklessness Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +7% acid / +8% blight Critical mult.: +8.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +11% cold / +5% blight / +11% all Changes damage: +11% lightning / +9% physical / +10% cold Life regen: +3.00 Maximum life: +59.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gydawyn the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun / +3 Con Changes resistances: +6% lightning / +7% temporal / +9% acid / +3% blight Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Life regen: +4.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Healing mod.: +12% A pair of boots made of leather. |
Glith the Tidemaim (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes stats: +1 Cun Changes resistances: +6% fire / +12% cold Changes damage: +3% mind / +4% fire Mental save: +15 (+7 eff.) Mindpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sunwinter the hardened leather armour (19 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +19 (+5 eff.) Fatigue: +8% Changes resistances: +7% physical / +12% light / +6% fire / +15% mind / +9% cold Physical save: +18 (+8 eff.) Stun/Freeze immunity: +10% A suit of armour made of leather. |
duelist's hardened leather armour of delving (12 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex / +3 Cun Changes resistances: +12% darkness / +5% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
marauder's hardened leather armour of Toknor (14 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +4 Dex Critical mult.: +13.00% Physical save: +5 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Nightpierce the dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 18% * 20% chance to reduce armor by 17% Damage when hit (Melee): 8 mind Changes resistances: +35% acid Changes damage: +12% darkness A suit of armour made of metal plates. |
Hornet Stingers (17/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of yew arrows of crippling (19/19, 46-64 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +25.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of crippling (22/22, 31-43 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +16.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +9 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of erosion (18/18, 20-28 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage (Ranged): +11 nature Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Spiderpython' (23/23, 32-45 power, 10 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 On weapon hit: * 31% chance to slow global speed by 48% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +4 nature / +4 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +8 nature / +4 mind Damage against: +18% Unliving / +20% Unnatural Arrows are used with bows to pierce your foes to death. |
4 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. |
136 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. |
7 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. |
9 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. |
12 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
10 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 45.57 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 45.57 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 324.27 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Doursteel the pouch of steel shots (21/21, 22-27 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Ranged): +4 arcane / +11 fire / +10 mind Damage (radius 2) on crit: +8 darkness / +6 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.high-capacity pouch of dwarven-steel shots of erosion (47/47, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 47 Damage (Ranged): +8 nature When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (16/16, 32-39 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
6 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. |
This item will automatically be transmogrified when you leave the level.Gominne the Blazebearer [power 302] (14/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +18% light / +12% fire Changes damage: +9% fire Light radius: +3 It can be used to create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 41 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
This item will automatically be transmogrified when you leave the level.focusing yew wand of conjuration [power 205] (14/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 190 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
13 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. |
10 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. |
7 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Ineedotherraces the Cornac Archer level 11
8th Flare 122nd year of Ascendancy at 18:06 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ineedotherraces the Cornac Archer level 19
60th Haze 122nd year of Ascendancy at 19:57 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ineedotherraces the Cornac Archer level 18
21st Haze 122nd year of Ascendancy at 02:07 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ineedotherraces the Cornac Archer level 10
9th Mirth 122nd year of Ascendancy at 11:23 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ineedotherraces the Cornac Archer level 20
65th Haze 122nd year of Ascendancy at 22:42 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Ineedotherraces the Cornac Archer level 19
32nd Haze 122nd year of Ascendancy at 17:31 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ineedotherraces the Cornac Archer level 27
13rd Pyre 123rd year of Ascendancy at 01:16 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Ineedotherraces the Cornac Archer level 24
3rd Pyre 123rd year of Ascendancy at 01:55 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ineedotherraces the Cornac Archer level 20
67th Haze 122nd year of Ascendancy at 13:44 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ineedotherraces the Cornac Archer level 9
4th Mirth 122nd year of Ascendancy at 12:56 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Ineedotherraces the Cornac Archer level 20
66th Haze 122nd year of Ascendancy at 21:03 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ineedotherraces the Cornac Archer level 19
63rd Haze 122nd year of Ascendancy at 01:17 see stats
Log
Xonmur the daelach performs a melee critical strike against Emosenor the bloated horror!
Xonmur the daelach performs a melee critical strike against Emosenor the bloated horror!
Xonmur the daelach performs a melee critical strike against Emosenor the bloated horror!
Xonmur the daelach performs a melee critical strike against Emosenor the bloated horror!
Emosenor the bloated horror cleverly deflects the attack with his shield!
Emosenor the bloated horror repels an attack from Xonmur the daelach.
Xonmur the daelach performs a melee critical strike against Emosenor the bloated horror!
Ritch larva shrieks.
Xonmur the daelach hits Emosenor the bloated horror for 15 fire, 87 physical, 29 cold, 53 physical, 29 cold, 78 physical, 57 physical, 64 physical (411 total damage).
Xonmur the daelach hits Ineedotherraces for 24 fire, 41 cold, 41 cold (106 total damage).
Emosenor the bloated horror uses Bash and Smash.
Emosenor the bloated horror performs a melee critical strike against Ineedotherraces!
Ineedotherraces is poisoned!
Ineedotherraces evades Emosenor the bloated horror.
Ineedotherraces resists the knockback!
Emosenor the bloated horror hits Ineedotherraces for 81 physical damage.
Melee retaliation hits Emosenor the bloated horror for 3 mind, 4 cold (6 total damage).
Emosenor the bloated horror's Bash and Smash performs a ranged critical strike against Ineedotherraces!
Ineedotherraces is recovering from the damage!
Mayysenor the forest wight uses Implode.
Ineedotherraces is being crushed.
Ineedotherraces is bound by telekinetic forces!
Emosenor the bloated horror's Bash and Smash hits Ineedotherraces for 325 physical, 4 physical (329 total damage).
Mayysenor the forest wight hits Ineedotherraces for 130 physical damage.
Ineedotherraces deactivates Intuitive Shots.
Ineedotherraces seems more focused.
Ineedotherraces has recovered!
Orc mage-hunter slows down.
Cyrygama the void horror casts Manathrust.
Cyrygama the void horror's spell attains critical power!















































































































