










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 Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Rogue |
| Level / Exp | 28 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 28 on the 62nd Dusk 123rd year of Ascendancy at 11:06 / 1 |
Primary Stats
| Strength | 35 (base 11) |
| Dexterity | 52 (base 38) |
| Constitution | 61 (base 35) |
| Magic | 23 (base 16) |
| Willpower | 16 (base 10) |
| Cunning | 58 (base 46) |
Resources
| Life | -266/790 |
| Mana | 152/292 |
| Stamina | 142/196 |
| Positive | 111/131 |
| Healing Factor | 1.3349470706755 |
| Regeneration | 42.997564508625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 57.05339125623 |
| See Invisible | 57.05339125623 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 62 |
| Crit Chance | 44% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 62 |
| Crit Chance | 53% |
| APR | 39 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +13% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
| Lightning | +13% |
| Light | +6% |
| Physical | +3% |
| Cold | +3% |
| Fire | +13% |
| Nature | +17% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +20% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (73.292302510663%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 18%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 39%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 69%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Stun Resistance | 90% |
| Fear Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 80% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 5 temporal, 4 blight, 5 cold, 3 arcane, 4 physical |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
Class Talents
| Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 32.0 and stamina regeneration by 9.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 43%. Shadowstrike |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | 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. | 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: * You've found the needed ritch stinger. * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 hummerhorn wing. * You've found the needed vial of greater demon bile. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 pouch of luminous horror dust. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Blastwish' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 2 lightning Changes resistances: +2% physical / +5% arcane / +15% light Only die when reaching: -40.00 life Mental crit. chance: +1% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chaluradan the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +6.0% Armour: +10 Changes stats: +4 Wil Changes damage: +6% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Layemibeth the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +2 (+1 eff.) Changes resistances: +15% lightning / +24% nature / +5% arcane Changes damage: +14% nature Critical mult.: +20.00% A pointy cloth hat, very wizardly... |
| On hands | Infernolord the dwarven-steel gauntlets (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes resistances: +6% lightning / +3% physical / +3% cold / +9% fire Changes damage: +3% physical Disarm immunity: +20% Stun/Freeze immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glulle the KindlesearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% acid / +9% temporal / +9% darkness / +15% blight / +26% fire / +6% nature Changes damage: +6% light / +13% fire Reduces incoming crit damage: 5.00% Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 10 nature / 4 fire Changes stats: +7 Mag / +4 Wil Changes resistances: +13% blight Changes resistances penetration: +15% fire Changes damage: +13% blight / +3% nature Stun/Freeze immunity: +30% Spellpower: +17 (+8 eff.) Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
| Around neck | copper amulet 'Floepride'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +15 (+4 eff.) Changes resistances: +9% acid / +12% light / +11% darkness Changes resistances penetration: +5% acid Changes damage: +3% cold Physical save: +6 (+3 eff.) Blindness immunity: +22% Amulets make your neck look great! |
| In main hand | Kegorek (18-23 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 lightning damage (1/turn) Damage (Melee): +8 physical / +13 cold Damage (radius 1) on hit: +8 arcane When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Armour: +4 Changes stats: +1 Con Changes resistances penetration: +10% lightning Changes damage: +10% lightning / +3% arcane Critical mult.: +30.00% Sharp, short and deadly. |
| Around waist | Radianceknight the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +30 (+8 eff.) Changes resistances: +9% acid Spell save: +15 (+7 eff.) Mental save: +8 (+4 eff.) Pinning immunity: +20% Spellpower: +7 (+4 eff.) Light radius: +3 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Tempestcut (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +3% lightning / +30% light / +15% fire / +5% arcane / +6% darkness Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shimmerpanic the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +15% acid / +19% temporal / +9% nature / +13% fire Changes resistances penetration: +10% lightning Changes damage: +3% lightning Critical mult.: +12.00% Spell save: +6 (+3 eff.) Spell crit. chance: +3% A suit of armour made of leather. |
Inventory
Rune of the Rift (214.00 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 214.00 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. |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +6 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
copper quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 15 light Changes stats: +2 Mag Changes damage: +11% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
gold emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +5 Wil Changes resistances: +3% all Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Armour: +3 Defense: +9 (+2 eff.) Changes resistances: +3% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 23 light Changes stats: +6 Mag Changes damage: +13% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +33% Mana each turn: +0.12 Rings make your fingers look great! |
psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
rogue's gold ring of arcana (+0.18/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Silence immunity: +28% Mana each turn: +0.18 Rings make your fingers look great! |
steel jade ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +4% all Life regen: +8.00 Maximum life: +56.00 Healing mod.: +12% Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 11 light Changes stats: +1 Mag Changes damage: +11% light Rings make your fingers look great! |
titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel battleaxe (32-49 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +17% Massive two-handed battleaxes. |
Eliritira the stralite dagger (31-40 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Cun, 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: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +20 temporal When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +11 Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +2 Mag Changes resistances penetration: +13% physical Critical mult.: +10.00% Mindpower: +15 (+7 eff.) Sharp, short and deadly. |
Poltergeist's Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Changes damage: +4% all Talent granted: +1 Virulent Disease Spell crit. chance: +2% Mental crit. chance: +2% This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.flaming stralite greatsword of shearing (48-76 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +17 Changes resistances penetration: +13% all Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel longsword of shearing (26-36 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +7% all / +9% physical Disarm immunity: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.cruel yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short yew magestaff of wizardry (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Changes stats: +2 Wil / +3 Mag Changes damage: +20% cold Talent granted: +1 Command Staff Maximum mana: +55.00 Spellpower: +19 (+9 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew magestaff of fate (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +5 (+3 eff.) Mana each turn: +0.13 Maximum mana: +44.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamgun of lightning Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 lightning Attacks use: 2.0 Steam When wielded/worn: Changes damage: +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.mighty steel steamgun of fire Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Str Changes damage: +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brodelathanik the KilnumbraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 6 blight Changes resistances: +8% fire / +8% cold Changes resistances penetration: +15% fire / +15% temporal Changes damage: +3% fire / +3% temporal A belt that goes around your waist. |
reinforced rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes resistances: +6% blight Physical save: +10 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. 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. |
Eilinonn the Naturestrider (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 2 mind Changes resistances: +3% acid / +15% cold / +6% nature Changes resistances penetration: +5% acid Changes damage: +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wintergrinder the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 6 cold Changes resistances: +10% darkness / +9% mind Changes resistances penetration: +11% darkness / +5% cold Changes damage: +14% darkness Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellcowled linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% acid / +10% physical / +12% darkness / +13% fire / +12% cold / +12% mind / +11% all Changes damage: +9% acid / +9% physical / +10% cold / +8% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +14 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +24 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's cashmere robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% mind / +12% darkness / +11% all Changes damage: +9% all Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +21 (+11 eff.) Spellpower: +12 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +10% all Mental save: +17 (+9 eff.) Spellpower: +14 (+7 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +14% arcane / +5% all Maximum mana: +42.00 Spellpower: +14 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stealthy pair of hardened leather boots of massiveness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Str / +5 Dex / +6 Con / +7 Lck Changes damage: +7% physical Stealth bonus: +8 Size category: +1 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Obsidianbolt (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes stats: +4 Cun / +5 Con Changes resistances: +6% blight Changes resistances penetration: +15% darkness Changes damage: +3% blight Physical save: +11 (+4 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.augmenting linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Con Changes damage: +5% acid / +3% lightning / +4% cold / +10% arcane / +4% fire Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +18% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness / +15% lightning Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of the deep (6 def, 6 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +2.80 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of fire resistance (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% Changes resistances: +18% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel shield of temporal resistance (+12%) (0 def, 9 armour, 100.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Fatigue: +8% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Talent granted: +1 Block Handheld deflection devices. |
43 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. |
2 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
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 390.98 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. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of amnesia (14/16, 33-40 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) 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. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Umbrabiter [power 150] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +6% light / +15% darkness Changes resistances penetration: +10% darkness / +20% acid It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 355 Base Damage: 174 Armor: 6 All Resist: 15 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 (+7 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 50 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. |
Tempestrain the yew wand of shielding [power 272] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +3% lightning / +3% arcane It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Geturand the Ghoul Rogue level 26
8th Pyre 123rd year of Ascendancy at 11:55 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Geturand the Ghoul Rogue level 16
27th Dusk 122nd year of Ascendancy at 17:40 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Geturand the Ghoul Rogue level 18
72nd Dusk 122nd year of Ascendancy at 10:53 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Geturand the Ghoul Rogue level 17
52nd Dusk 122nd year of Ascendancy at 08:50 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Geturand the Ghoul Rogue level 16
16th Dusk 122nd year of Ascendancy at 01:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Geturand the Ghoul Rogue level 10
1st Summertide 122nd year of Ascendancy at 03:23 see stats
Level 20 (Roguelike)
Got a character to level 20.By Geturand the Ghoul Rogue level 20
72nd Dusk 122nd year of Ascendancy at 16:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Geturand the Ghoul Rogue level 22
14th Haze 122nd year of Ascendancy at 04:09 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Geturand the Ghoul Rogue level 26
4th Decay 122nd year of Ascendancy at 17:01 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Geturand the Ghoul Rogue level 27
34th Pyre 123rd year of Ascendancy at 13:46 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Geturand the Ghoul Rogue level 10
2nd Flare 122nd year of Ascendancy at 06:20 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Geturand the Ghoul Rogue level 26
18th Regrowth 123rd year of Ascendancy at 22:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Geturand the Ghoul Rogue level 12
10th Flare 122nd year of Ascendancy at 09:32 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Geturand the Ghoul Rogue level 18
72nd Dusk 122nd year of Ascendancy at 08:18 see stats
Log
Celia casts Call of the Mausoleum.
Mirror Image uses Taunt.
Spikes of Decrepitude hits Mirror Image for 31 cold, 31 cold (63 total damage).
Spikes of Decrepitude hits Geturand for 26 cold, 26 cold (53 total damage).
Bane of Confusion from Celia hits Geturand for 151 cold damage.
Armoured skeleton warrior is no longer out of phase.
Armoured skeleton warrior uses Block.
Ghast misses Mirror Image.
Ghast misses Mirror Image.
Ghast misses Mirror Image.
Celia's putrescent liquefaction area effect hits Mirror Image for 43 cold, 43 cold (87 total damage).
Celia's putrescent liquefaction area effect hits Mirror Image for 43 cold, 43 cold (87 total damage).
Celia casts Invoke Darkness.
Spikes of Decrepitude hits Mirror Image for 31 cold, 31 cold (63 total damage).
Spikes of Decrepitude hits Mirror Image for 31 cold, 31 cold (63 total damage).
Spikes of Decrepitude hits Geturand for 26 cold, 26 cold (53 total damage).
Celia hits Mirror Image for 534 cold damage.
Celia hits Mirror Image for 534 cold damage.
Bane of Confusion from Celia hits Geturand for 151 cold damage.
Armoured skeleton warrior is no longer out of phase.
Ghast uses Ghoulish Leap.
Ghast uses Ghoulish Leap.
Ghoulking uses Ghoulish Leap.
Ghast uses Ghoulish Leap.
Celia casts Rigor Mortis.
Geturand reacts to damage from Celia, mitigating the blow!.
Geturand feels death coming!
Spikes of Decrepitude hits Geturand for 20 cold, 15 darkness (35 total damage).
Celia hits Geturand for (107 reacted , -4 stam), 269 cold (269 total damage).
Geturand the level 28 ghoul rogue was chilled to death by Celia on level 2 of Last Hope Graveyard.

























































































































