











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 | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 41 / 49% |
| Size | big |
| Lifes / Deaths | Killed by bandit at level 6 on the 19th Voratun 122nd year of Ascendancy at 23:25 0 / 10Killed by Gyda the large white snake at level 13 on the 21st Profit 122nd year of Ascendancy at 03:08 Killed by corrupted mean looking elven guard at level 26 on the 6th Dearth 122nd year of Ascendancy at 02:20 Killed by Polawen the broken golem at level 32 on the 6th Shortage 122nd year of Ascendancy at 00:36 Killed by ritch flamespitter (wild summon) at level 32 on the 11st Shortage 122nd year of Ascendancy at 15:59 Killed by Elyyalle the greater telugoroth at level 33 on the 23rd Shortage 122nd year of Ascendancy at 06:32 Killed by worm that walks (servant of NIE-KREM) at level 35 on the 25th Shortage 122nd year of Ascendancy at 16:48 Killed by Grand Corruptor at level 36 on the 24th Iron 123rd year of Ascendancy at 08:52 Killed by Emilemina the naga tide huntress at level 41 on the 45th Steel 123rd year of Ascendancy at 20:33 Killed by Belyriawe the orc grand master assassin at level 41 on the 1st Gold 123rd year of Ascendancy at 06:52 |
Primary Stats
| Strength | 72 (base 44) |
| Dexterity | 27 (base 17) |
| Constitution | 46 (base 34) |
| Magic | 81 (base 60) |
| Willpower | 27 (base 13) |
| Cunning | 42 (base 27) |
Resources
| Life | -1837/1244 |
| Insanity | 73/100 |
| Equilibrium | 45 |
| Healing Factor | 1.4367804250994 |
| Regeneration | 29.094803608263 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 20 |
| See Stealth | 42.921546859523 |
| See Invisible | 39.921546859523 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 60 |
| Crit Chance | 50% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Physical | +36% |
| Blight | +39% |
| Arcane | +28% |
| Darkness | +43% |
| All | +16% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +5% |
| Arcane | +25% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.413408721348 (65.897138898113%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 16 |
| Physical Save | 52 |
| Spell Save | 47 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 12%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 14%( 70%) |
| Mind | + 28%( 70%) |
Defense: Immunities
| Disarm Resistance | 53% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 49% |
| Pinning Resistance | 27% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 5 turns. While Heroism is active, you will only die when reaching -761 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2646 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 9 turns. While Heroism is active, you will only die when reaching -572 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1989 life, 31 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 failed to protect the injured seer from death by Bethavea the skeleton assassin. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by Emeluyann the king cobra. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by fire drake hatchling. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by ghast. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Aderiassra the master vampire. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Polakira the stone troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 Shax 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 735. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * You've found the needed green worm. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * You've found the needed vial of fire wyrm saliva. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Mayanne the Cloudspar (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +15 (+4 eff.) Armour: +11 Fatigue: +3% Changes stats: +6 Str / +1 Dex / +5 Con Changes resistances: +12% lightning Changes damage: +3% lightning / +7% physical Critical mult.: +15.00% Infravision radius: +5 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Porena the SplendourblurPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +14% light Changes resistances penetration: +10% mind Changes damage: +9% darkness Damage affinity(heal): +5% darkness Physical save: +12 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +16 (+5 eff.) Light radius: +7 Infravision radius: +4 See stealth: +8 See invisible: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 238.50 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | mindcaging drakeskin leather cap of precognition (7 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +16% mind Mental save: +13 (+4 eff.) Confusion immunity: +26% A cap made of leather. |
| Tool | Voidwilder [power 476] (20/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +20% darkness / +15% arcane Changes damage: +9% arcane Mana each turn: +0.08 It can be used to heal yourself and all friendly characters within 10 spaces for 476 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 23% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Physical crit. chance: +4.0% Defense: +17 (+5 eff.) Changes stats: +4 Con Changes damage: +8% all Spell save: +16 (+5 eff.) Maximum stamina: +32.00 Spell crit. chance: +4% Mental crit. chance: +4% 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 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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 | stralite amber ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Life regen: +15.00 Maximum life: +58.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +14% Rings make your fingers look great! |
| Around waist | Oleromikor the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Dex / +3 Wil / +8 Cun / +7 Lck Changes resistances: +8% acid / +3% temporal / +5% cold / +7% fire / +5% arcane / +7% lightning Changes resistances penetration: +5% acid Trap disarming bonus: +17 Stealth bonus: +8 Physical save: +13 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +20% Confusion immunity: +20% Infravision radius: +5 A belt that goes around your waist. |
| In main hand | Yvuralle (32-44 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Physical crit. chance: +21.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Str Changes resistances penetration: +10% arcane Changes damage: +13% physical Critical mult.: +30.00% Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
| On hands | Singerupture (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 arcane / 7 blight Damage when hit (Melee): 2 mind Changes stats: +4 Mag / +6 Wil / +2 Con Changes resistances: +6% blight / +4% arcane / +6% mind Changes resistances penetration: +5% mind Changes damage: +3% arcane / +5% blight Physical save: +16 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +33% Spellpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane / +6 physical Damage (radius 2) on crit: +6 blight Activating this item is instant. It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | stralite mail armour 'Erelydin' (19 def, 16 armour)Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Physical power: +19 (+5 eff.) Armour: +16 Defense: +19 (+6 eff.) Fatigue: +5% Changes stats: +11 Str / +7 Mag / +6 Wil / +2 Cun Changes resistances: +30% lightning Physical save: +6 (+2 eff.) Maximum psi: +30.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Mindpower: +21 (+7 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
| Cloak | linen cloak 'Emabeth' (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Physical save: +7 (+2 eff.) Blindness immunity: +10% Pinning immunity: +10% Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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 | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the warrior (heal 187; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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. |
healing infusion of the wizard (heal 206; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. 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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 (258.00 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 299.28 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. |
shatter afflictions rune of the titan (absorb 107; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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. |
Erokalthoneg the RimemarkInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% cold / +18% temporal Changes damage: +9% lightning / +15% cold Pinning immunity: +28% Knockback immunity: +28% Light radius: +3 See invisible: +12 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
grounding copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes resistances: +12% lightning Critical mult.: +12.00% Stun/Freeze immunity: +22% Amulets make your neck look great! |
stabilizing gold amulet of mastery (0.11 Demented / Horrific body)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Talent mastery: +0.11 Demented / Horrific body Pinning immunity: +20% Knockback immunity: +31% Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nimbusjustice the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +12% blight / +12% lightning / +5% arcane / +3% acid Mental save: +18 (+5 eff.) Silence immunity: +40% Mana each turn: +0.23 Rings make your fingers look great! |
TureruindilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Changes stats: +3 Mag Changes resistances penetration: +25% arcane Changes damage: +18% acid / +15% blight / +6% all Spellpower: +23 (+5 eff.) Mindpower: +11 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +7 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Unrelagas'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Changes damage: +3% physical Poison immunity: +11% Disease immunity: +11% Cut immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +10% Maximum life: +40.00 Infravision radius: +1 Rings make your fingers look great! |
psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 (+2 eff.) Rings make your fingers look great! |
steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +30% Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
stralite amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Defense: +14 (+4 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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! |
stralite jade ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +11% blight / +12% nature / +4% all Poison immunity: +18% Disease immunity: +17% Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Defense: +13 (+4 eff.) Stun/Freeze immunity: +30% 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 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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! |
stralite turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% all Spell save: +14 (+4 eff.) Maximum stamina: +24.00 Rings make your fingers look great! |
treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +8 (+2 eff.) Changes resistances: +9% nature / +10% blight Poison immunity: +18% Disease immunity: +19% 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 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
iron greatsword 'Shadestriker' (15-24 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness Damage (radius 2) on crit: +12 temporal When wielded/worn: Changes stats: +6 Str / +7 Dex / +6 Mag / +6 Wil / +7 Cun / +7 Con Changes resistances: +9% temporal Changes damage: +12% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
Blazetorrent (12-16 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 25 Damage (Melee): +6 mind When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Dex / +1 Wil / +1 Cun Sharp, long, and deadly. |
iron longsword (11-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Hailwild (27-37 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Changes stats: +3 Dex Changes resistances penetration: +10% cold / +11% all See invisible: +6 One-handed war axes. |
Grinezilahad the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +21% Summoned Reduced damage from: +21% Summoned Reduces incoming crit damage: 10.00% Physical save: +18 (+6 eff.) Spell save: +9 (+3 eff.) Stun/Freeze immunity: +20% Maximum life: +100.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
StokeraiderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +3% cold / +3% fire Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
drakeskin leather belt 'Polumira'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +7 Wil / +2 Cun / +5 Con Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Mindpower: +17 (+6 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gleammoon the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +2 Cun Changes damage: +3% light Poison immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Infravision radius: +2 A pair of boots made of leather. |
Halorahad the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +5 Dex / +4 Wil / +3 Cun / +9 Lck Changes resistances: +3% mind Changes resistances penetration: +10% blight Changes damage: +6% mind Stealth bonus: +7 Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) A pair of boots made of leather. |
Xeryrin the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +3% light Spell save: +9 (+3 eff.) When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 10 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Bleakoracle (5 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 4 darkness Changes resistances: +12% darkness / +3% all Physical save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layymina the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Dex / +13 Wil / +4 Cun Changes resistances: +21% blight Changes damage: +3% arcane Critical mult.: +15.00% Mental save: +8 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Damage Shield penetration: +10% A cap made of leather. It was hardened by the digestive sack. |
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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron mail armour of the deep (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
stralite plate armour 'Glimmerstake' (17 def, 26 armour)Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +17 (+5 eff.) Fatigue: +22% Changes stats: +6 Cun Changes resistances: +3% acid / +5% arcane / +9% light / +6% lightning Spell save: +6 (+2 eff.) Mental save: +33 (+9 eff.) Life regen: +7.00 Maximum life: +31.00 Healing mod.: +12% A suit of armour made of metal plates. |
13 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. |
1161 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. |
10 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Freezesnake the dwarven-steel pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +2 Str / +4 Dex Changes resistances: +6% mind / +7% physical Changes resistances penetration: +20% mind / +10% cold Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Voryribeth' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +3% light Spell save: +3 (+1 eff.) Poison immunity: +20% Confusion immunity: +20% Life regen: +4.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
8 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
steel torque of psionic shield 'Viperarc' [power 49] (20/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +2 Con Changes resistances penetration: +25% nature See invisible: +15 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered elm totem of thorny skin [power 22] (20/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 22 and armour hardiness by 30% Activation puts all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
9 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
9 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. |
5 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. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By NIE-KREM the Drem Writhing One level 40
42nd Steel 123rd year of Ascendancy at 18:05 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By NIE-KREM the Drem Writhing One level 40
21st Steel 123rd year of Ascendancy at 23:22 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By NIE-KREM the Drem Writhing One level 36
24th Iron 123rd year of Ascendancy at 07:48 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By NIE-KREM the Drem Writhing One level 33
18th Shortage 122nd year of Ascendancy at 11:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By NIE-KREM the Drem Writhing One level 38
19th Steel 123rd year of Ascendancy at 03:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By NIE-KREM the Drem Writhing One level 23
17th Wealth 122nd year of Ascendancy at 12:50 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By NIE-KREM the Drem Writhing One level 31
5th Shortage 122nd year of Ascendancy at 08:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By NIE-KREM the Drem Writhing One level 30
24th Dearth 122nd year of Ascendancy at 00:50 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By NIE-KREM the Drem Writhing One level 33
12nd Shortage 122nd year of Ascendancy at 04:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By NIE-KREM the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 22:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By NIE-KREM the Drem Writhing One level 20
3rd Wealth 122nd year of Ascendancy at 10:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By NIE-KREM the Drem Writhing One level 30
23rd Dearth 122nd year of Ascendancy at 04:23 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By NIE-KREM the Drem Writhing One level 40
21st Steel 123rd year of Ascendancy at 20:25 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By NIE-KREM the Drem Writhing One level 21
7th Wealth 122nd year of Ascendancy at 09:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By NIE-KREM the Drem Writhing One level 34
24th Shortage 122nd year of Ascendancy at 19:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By NIE-KREM the Drem Writhing One level 21
16th Wealth 122nd year of Ascendancy at 08:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By NIE-KREM the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 19:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By NIE-KREM the Drem Writhing One level 9
22nd Voratun 122nd year of Ascendancy at 06:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By NIE-KREM the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 19:13 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By NIE-KREM the Drem Writhing One level 28
15th Dearth 122nd year of Ascendancy at 04:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By NIE-KREM the Drem Writhing One level 20
3rd Wealth 122nd year of Ascendancy at 20:23 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By NIE-KREM the Drem Writhing One level 36
24th Iron 123rd year of Ascendancy at 08:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By NIE-KREM the Drem Writhing One level 39
21st Steel 123rd year of Ascendancy at 07:10 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By NIE-KREM the Drem Writhing One level 31
5th Shortage 122nd year of Ascendancy at 09:26 see stats
Log
Greater Weapon Focus from Mayiba the giant blue ant hits NIE-KREM for 49 healing, (133 absorbed), 0 physical (0 total damage) [49 healing].
Mayiba the giant blue ant hits NIE-KREM for 71 healing, (193 absorbed), 0 physical (0 total damage) [72 healing].
Your shield crumbles under the damage!
The shield around NIE-KREM crumbles.
Belyriawe the orc grand master assassin starts to bleed black blood.
Melee retaliation hits Belyriawe the orc grand master assassin for 1 acid, 0 mind (2 total damage).
Belyriawe the orc grand master assassin's Psyshot hits NIE-KREM for 19 healing, (45 absorbed), 96 mind, 6 nature, 1 healing, 13 physical (116 total damage) [21 healing].
Belyriawe the orc grand master assassin hits NIE-KREM for 3 healing, 28 mind, 1 healing, 9 acid (38 total damage) [5 healing].
NIE-KREM hits Mayiba the giant blue ant for 16 physical, 1 blight, 2 arcane, 24 darkness, 1 blight, 2 arcane (48 total damage).
Mayiba the giant blue ant stops bleeding black blood.
Deep Wound from NIE-KREM hits Mayiba the giant blue ant for 8 physical damage.
Black Blood Bleeding from NIE-KREM hits Belyriawe the orc grand master assassin for 13 darkness damage.
Talent Tendrils Eruption is ready to use.
NIE-KREM receives 39 healing from Deadly Poison from Xanarerin the orc assassin.
Deep Wound from Mayiba the giant blue ant hits NIE-KREM for 7 healing, 52 physical (52 total damage) [7 healing].
Belyriawe the orc grand master assassin shoots!
Mayiba the giant blue ant uses Shield Pummel.
Mayiba the giant blue ant starts to bleed black blood.
Mayiba the giant blue ant performs a melee critical strike against NIE-KREM!
Melee retaliation hits Mayiba the giant blue ant for 0 acid, 0 mind, 0 acid, 0 mind, 0 acid, 0 mind (3 total damage).
Greater Weapon Focus from Mayiba the giant blue ant hits NIE-KREM for 12 healing, 90 physical (90 total damage) [12 healing].
Mayiba the giant blue ant hits NIE-KREM for 5 healing, 40 physical, 9 healing, 67 physical (108 total damage) [15 healing].
Belyriawe the orc grand master assassin's Shoot performs a ranged critical strike against NIE-KREM!
Belyriawe the orc grand master assassin performs a melee critical strike against NIE-KREM!
Belyriawe the orc grand master assassin roars triumphantly.
Melee retaliation hits Belyriawe the orc grand master assassin for 1 acid, 0 mind (2 total damage).
Belyriawe the orc grand master assassin hits NIE-KREM for 4 healing, 35 mind, 1 healing, 9 acid (44 total damage) [6 healing].
Belyriawe the orc grand master assassin's Shoot hits NIE-KREM for 10 healing, 79 physical, 6 nature, 1 healing, 13 physical (99 total damage) [13 healing].
NIE-KREM the level 41 drem writhing one was melted to death by Belyriawe the orc grand master assassin on level 3 of Lost Dwarven Kingdom of Reknor.
























































































































