











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 40 / 12% |
| Size | big |
| Lifes / Deaths | Killed by Porubrerin the elven cultist at level 24 on the 21st Pyre 123rd year of Ascendancy at 06:10 2 / 5Killed by Greater Mummy Lord at level 39 on the 63rd Regrowth 124th year of Ascendancy at 02:45 Killed by Corrupted Oozemancer at level 39 on the 78th Regrowth 124th year of Ascendancy at 14:34 Killed by Doomed Shade of Joeseph Joestar at level 40 on the 59th Pyre 124th year of Ascendancy at 18:33 Killed by Doomed Shade of Joeseph Joestar at level 40 on the 59th Pyre 124th year of Ascendancy at 20:44 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 79 (base 60) |
| Constitution | 37 (base 10) |
| Magic | 75 (base 39) |
| Willpower | 27 (base 11) |
| Cunning | 75 (base 60) |
Resources
| Life | 1074/1074 |
| Stamina | 276/276 |
| Healing Factor | 1.3141015905906 |
| Regeneration | 19.919816372741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 54.429186789964 |
| See Invisible | 51.429186789964 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 82 |
| Crit Chance | 44% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Nature | +9% |
| Blight | +6% |
| Physical | +5% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +35% |
| Arcane | +50% |
| Physical | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 57 (63.594633868923%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 45 |
| Mental Save | 51 |
Defense: Resistances
| Nature | -15%( 70%) |
| Lightning | + 1%( 70%) |
| Light | + 11%( 70%) |
| Darkness | + 4%( 70%) |
| Blight | -1%( 70%) |
| Arcane | + 6%( 70%) |
| Cold | + 34%( 70%) |
| All | -5%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Silence Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 58% |
| Stun Resistance | 72% |
| Disarm Resistance | 20% |
| Poison Resistance | 30% |
| Blind Resistance | 20% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 169 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Pace Yourself |
| talent | Trained Reactions |
| talent | Secrets of the Eternals |
| talent | Chant of Fortitude |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Insidious Poison |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
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 improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 297. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. 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 mummified bone. * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +3 Silence- +28% Confus- +28% Stun/Frz- +25% ---------- misc Size +1 A pair of boots made of leather. |
| Quiver | Chelekan the Cinderveil (24/24, 179% power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 179% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Ranged+ +20 fire On Hit.r1 +20 darkness +12 fire On Crit.r2 +12 fire On Hit: * 20% chance to reduce damage dealt by 20% Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +7 See.Stealth +10 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelutira the hardened leather cap (0 def, 17 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 10 blight ----- def ----- Armour +17 Fatigue +3% Spell.save +6 (+2 eff.) Poison- +10% Disarm- +20% Confus- +20% A cap made of leather. |
| On hands | Rootwhisper the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Dmg.mod +9% nature Res.pen +10% physical Acc +14 (+3 eff.) ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dragonbone wand of shielding 'Flashfist' [power 500] (17 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% blight +9% darkness +15% light +6% lightning Spell.save +18 (+6 eff.) Poison- +20% Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% blight ----- def ----- Defense +5 (+1 eff.) Max.HP +58.00 HP.reg +10.00 Heal.mod +11% Stun/Frz- +47% ---------- misc Max.vim +10.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.90 cold and 11.78 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | savior's stralite amulet of constitution (+7)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Con ----- def ----- Phys.save +18 (+9 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+6 eff.) Amulets make your neck look great! |
| In main hand | mighty drakeskin leather sling of acid4.0 T5 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +14 acid While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +12% acid Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Vorariawen1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Wil +14 Mag ----- def ----- Resists +5% arcane Die.at -80.00 life Blind- +20% Teleport- +20% ---------- misc Mana/turn +0.32 Max.mana +39.00 Infravis +3 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of winter (0 def, 8 armour, 153% power, 137.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 153% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +18 cold While equipped: Stats +3 Str +5 Dex +2 Wil dps ---------- Acc +12 (+2 eff.) On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Hanevor the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +18.00% Res.pen +25% arcane +10% blight Acc +46 (+9 eff.) Apr +11 ----- def ----- Defense +3 (+0 eff.) Fatigue -8% Resists +18% blight +5% arcane Stealth +15 Max.HP +97.00 ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion (heal 55; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 258.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
grounding stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +18% lightning Blind- +19% Stun/Frz- +44% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets make your neck look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
marksman's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag dps ---------- Melee+ 21 light Ranged+ 10 light Dmg.mod +12% light Acc +6 (+1 eff.) Rings make your fingers look great! |
mule's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Fatigue -6% ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +51.00 HP.reg +11.00 Heal.mod +14% Rings make your fingers look great! |
rogue's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +4 (+1 eff.) Resists +11% physical Rings make your fingers look great! |
savior's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +12 (+6 eff.) Spell.save +9 (+3 eff.) Mind.save +12 (+4 eff.) Confus- +30% Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 33 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.58 acid and 10.96 blight damage. If not cleared after five turns it will inflict 62.24 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
caustic voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +25 acid +15 nature While equipped: dps ---------- Res.pen +9% acid +17% nature Apr +9 Sharp, long, and deadly. |
enhanced hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +6 Dex +5 Mag +10 Wil +6 Cun +13 Con ----- def ----- Max.HP +37.00 Slings are used to hurl stones or metal shots at your foes. |
penetrating reinforced leather sling of recursion4.0 T4 sling 1H weapon [Ego++] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +9% physical Slings are used to hurl stones or metal shots at your foes. |
throat-seeking drakeskin leather sling of piercing4.0 T5 sling 1H weapon [Ego++] Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +21 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +10% nature +11% all Acc +21 (+4 eff.) Apr +11 Slings are used to hurl stones or metal shots at your foes. |
cruel dragonbone magestaff of might (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +23% Crit.mult +16.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of wizardry (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +28 (+9 eff.) Melee+ 28 arcane Dmg.mod +30% arcane ---------- misc Max.mana +159.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating voratun steamgun of life draining4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +16 draining blight Uses 2.0 Steam While equipped: dps ---------- Res.pen +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all Acc +12 (+2 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Undeathfame1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +6 Con +7 Lck dps ---------- Dmg.mod +9% nature Res.pen +10% nature ----- def ----- Armour +10 Stealth +10 ---------- misc T.Disarm +13 Stam/turn +2.00 Infravis +4 A belt that goes around your waist. |
Dairinarirain the Woerot (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +18% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +2 (+0 eff.) Resists +9% acid +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +9 (+2 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil ----- def ----- Defense +3 (+0 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.mana +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Ichorbliss (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Resists +12% blight +10% fire +1% physical +10% cold Heal.mod +20% Stun/Frz- +20% A pair of boots made of leather. |
undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Silence- +21% Confus- +28% Stun/Frz- +22% Disengage: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training Str 35 [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 37 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 85.45 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Ivenn (0 def, 11 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +18 (+6 eff.) ----- def ----- Armour +11 Fatigue +1% Phys.save +6 (+3 eff.) A cap made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
scouring dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Disrupt/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: Stats +4 Con dps ---------- Melee+ 13 acid 10 nature On shield block: * Cause enemies within radius 6 to bleed for 181 physical damage over 5 turns (1/turn) On Hit (Melee): * 8 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +10% acid +10% nature ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield (0 def, 10 armour, 177% power, 209 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +209 Melee+ +20 physical While equipped: Stats +5 Wil ----- def ----- Armour +10 Fatigue +8% Resists +15% physical Shield.near.proj +34 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
122 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brutal voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Phys.pwr +7 (+3 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 342 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
preserving brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight HP.reg +3.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 545.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of voratun shots of daylight (12/21, 177% power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane/Master Power 177% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 Ranged+ +14 light Against +24% Undead On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of voratun shots of accuracy (21/21, 167% power, 6 apr)3.0 T5 shot ammo [Ego] Arcane/Master Power 167% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +23 Apr +6 Crit +7.0% Capacity 21 Rld cld 5 Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive elm wand of shielding [power 110] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Glaresage' [power 314] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex +2 Mag dps ---------- Phys.crit +2.0% Res.pen +10% light Melee Ret 8 physical ----- def ----- Armour +4 Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 42% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Joeseph Joestar the Shalore Skirmisher level 31
63rd Dusk 123rd year of Ascendancy at 02:33 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Joeseph Joestar the Shalore Skirmisher level 30
51st Dusk 123rd year of Ascendancy at 16:11 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Joeseph Joestar the Shalore Skirmisher level 34
18th Haze 123rd year of Ascendancy at 05:10 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Joeseph Joestar the Shalore Skirmisher level 33
3rd Haze 123rd year of Ascendancy at 03:49 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Joeseph Joestar the Shalore Skirmisher level 40
59th Pyre 124th year of Ascendancy at 22:50 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Joeseph Joestar the Shalore Skirmisher level 18
28th Haze 122nd year of Ascendancy at 03:30 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Joeseph Joestar the Shalore Skirmisher level 32
73rd Dusk 123rd year of Ascendancy at 23:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Joeseph Joestar the Shalore Skirmisher level 19
49th Haze 122nd year of Ascendancy at 06:17 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Joeseph Joestar the Shalore Skirmisher level 23
6th Pyre 123rd year of Ascendancy at 19:23 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Joeseph Joestar the Shalore Skirmisher level 23
6th Pyre 123rd year of Ascendancy at 09:11 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Joeseph Joestar the Shalore Skirmisher level 25
38th Pyre 123rd year of Ascendancy at 00:12 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Joeseph Joestar the Shalore Skirmisher level 31
56th Dusk 123rd year of Ascendancy at 00:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Joeseph Joestar the Shalore Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 03:35 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Joeseph Joestar the Shalore Skirmisher level 20
49th Haze 122nd year of Ascendancy at 11:25 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Joeseph Joestar the Shalore Skirmisher level 30
50th Dusk 123rd year of Ascendancy at 17:00 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Joeseph Joestar the Shalore Skirmisher level 40
59th Pyre 124th year of Ascendancy at 18:18 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Joeseph Joestar the Shalore Skirmisher level 39
78th Regrowth 124th year of Ascendancy at 17:20 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Joeseph Joestar the Shalore Skirmisher level 21
2nd Allure 123rd year of Ascendancy at 13:07 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Joeseph Joestar the Shalore Skirmisher level 31
70th Dusk 123rd year of Ascendancy at 22:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Joeseph Joestar the Shalore Skirmisher level 16
13rd Haze 122nd year of Ascendancy at 09:39 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Joeseph Joestar the Shalore Skirmisher level 32
74th Dusk 123rd year of Ascendancy at 06:12 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Joeseph Joestar the Shalore Skirmisher level 34
23rd Haze 123rd year of Ascendancy at 16:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Joeseph Joestar the Shalore Skirmisher level 11
9th Dusk 122nd year of Ascendancy at 17:10 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Joeseph Joestar the Shalore Skirmisher level 26
18th Dusk 123rd year of Ascendancy at 04:54 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Joeseph Joestar the Shalore Skirmisher level 11
14th Dusk 122nd year of Ascendancy at 23:53 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Joeseph Joestar the Shalore Skirmisher level 35
76th Haze 123rd year of Ascendancy at 13:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Joeseph Joestar the Shalore Skirmisher level 26
5th Mirth 123rd year of Ascendancy at 16:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Joeseph Joestar the Shalore Skirmisher level 18
45th Haze 122nd year of Ascendancy at 18:31 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Joeseph Joestar the Shalore Skirmisher level 29
50th Dusk 123rd year of Ascendancy at 03:00 see stats
Log
Today is the 60th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Joeseph Joestar picks up (n.): Life Drinker (152% power, 11 apr).
Joeseph Joestar picks up (o.): caustic voratun longsword (154% power, 6 apr).
Joeseph Joestar picks up (3.): self-loading pouch of voratun shots of accuracy (21/21, 167% power, 6 apr).
Joeseph Joestar picks up (B.): windwalling voratun shield (0 def, 10 armour, 177% power, 209 block).
Joeseph Joestar picks up (s.): cruel dragonbone magestaff of might (136% power, 6 apr, lightning element).
Joeseph Joestar picks up (a.): healing infusion (heal 55; cd 12).
Joeseph Joestar picks up (u.): magelord's dragonbone magestaff of wizardry (136% power, 6 apr, arcane element).
Joeseph Joestar picks up (C.): Dragon-helm of Kroltar (5 def, 9 armour).
Joeseph Joestar picks up (8.): barbed pouch of voratun shots of daylight (12/21, 177% power, 6 apr).
Joeseph Joestar picks up (z.): spellcowled elven-silk cloak (3 def, 0 armour).
Joeseph Joestar picks up (F.): Skin of Many (12 def, 6 armour).
Joeseph Joestar picks up (v.): voratun steamgun of piercing.
Joeseph Joestar picks up (v.): penetrating voratun steamgun of life draining.
Lore found: Life Drinker
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Dragon-helm of Kroltar
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Skin of Many
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 7 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
Saving game...
Saving done.

























































































































