











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! 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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 36 / 54% |
Size | big |
Lifes / Deaths | Killed by ghast at level 29 on the 24th Shortage 122nd year of Ascendancy at 02:01 1 / 6Killed by The Master at level 29 on the 24th Shortage 122nd year of Ascendancy at 03:42 Killed by armoured skeleton warrior at level 29 on the 24th Shortage 122nd year of Ascendancy at 06:40 Killed by elven cultist at level 32 on the 9th Iron 123rd year of Ascendancy at 18:12 Killed by armoured skeleton warrior at level 32 on the 23rd Gold 123rd year of Ascendancy at 12:48 Killed by carrion worm mass at level 36 on the 25th Stralite 123rd year of Ascendancy at 14:58 |
Primary Stats
Strength | 127 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 34 (base 11) |
Magic | 19 (base 10) |
Willpower | 103 (base 60) |
Cunning | 52 (base 29) |
Resources
Life | 1496/1496 |
Equilibrium | 0 |
Healing Factor | 1.445336564623 |
Regeneration | 53.612427965963 |
Speed
Mental | +5.9638696952478% |
Attack | +5.9638696952478% |
Movement | -62.968710796561% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 68 |
Accuracy | 61 |
Crit Chance | 22% |
APR | 38 |
Speed | 0.94 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 42% |
Speed | 0.94371789448234 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Physical | +25% |
Cold | +20% |
All | 0% |
Darkness | +26% |
Lightning | +20% |
Mind | +24% |
Fire | +31% |
Nature | +24% |
Offense: Damage Penetration
Acid | +50% |
Blight | +30% |
Physical | +30% |
Cold | +30% |
Lightning | +30% |
Darkness | +35% |
Mind | +25% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 71.08934837382 (88.151787968034%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 57 |
Mental Save | 66 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 13%( 70%) |
Physical | + 20%( 70%) |
Cold | + 29%( 70%) |
All | + 10%( 70%) |
Darkness | + 13%( 70%) |
Temporal | + 28%( 70%) |
Lightning | + 52%( 70%) |
Mind | + 27%( 70%) |
Fire | + 46%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 30% |
Poison Resistance | 10% |
Blind Resistance | 15% |
Silence Resistance | 20% |
Pinning Resistance | 80% |
Disarm Resistance | 33% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 954% 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 Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by dg. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by giant venus flytrap. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Polada the orc archer. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Belibeth the crimson crystal. Escort: worried loremaster (level 2 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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 giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. 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 warg claw. * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 naga tongue. * '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've found the needed sandworm tooth. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.crit +1.0% Crit.mult +15.00% ----- def ----- Armour +3 Resists +3% physical HP.reg +4.00 Heal.mod +11% ---------- misc Stam/turn +1.00 Light +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +5% darkness +25% mind On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Resists +3% lightning +6% mind +3% all Spell.save +6 (+2 eff.) ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +3% mind +9% lightning Spell.save +3 (+1 eff.) Poison- +10% Disease- +20% Silence- +20% Stun/Frz- +10% A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Con dps ---------- Melee+ 9 fire Dmg.mod +11% fire Acc +8 (+4 eff.) Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +17 Hardiness +7% Resists +25% fire +4% physical Phys.save +7 (+2 eff.) Mind.save +9 (+2 eff.) Disarm- +33% 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 | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +20% acid Melee Ret 10 mind ----- def ----- Resists +12% acid +12% cold ---------- misc Hate/m.crit +5.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +64.00 HP.reg +17.00 Heal.mod +15% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 291.90 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master 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 +261 Melee+ +12 lightning While equipped: Stats +2 Dex +3 Mag dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +6 Dmg.mod +6% darkness Melee Ret 3 lightning ----- def ----- Armour +17 Fatigue +8% Resists +14% lightning +20% temporal ---------- misc Mana/turn +0.08 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (212) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str +5 Wil +2 Cun +4 Con ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- +80% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 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 562.00 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 117 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (114). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Acc +11 (+5 eff.) Apr +11 ----- def ----- Defense +11 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 15 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Poison- +25% Disease- +18% Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +14 (+4 eff.) Stun/Frz- +30% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +60.00 HP.reg +12.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +25% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 mind On Hit: * 17% chance to reduce all saves and defense by 35 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +12 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +7 Dex +7 Mag +8 Wil +4 Cun +7 Con dps ---------- Phys.crit +12.0% Crit.mult +30.00% Apr +6 ----- def ----- Resists +6% mind +9% darkness Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 light On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.spd +10% Res.pen +10% light Acc +18 (+8 eff.) ----- def ----- Resists +5% arcane +6% light ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 145% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +13% physical Acc +17 (+7 eff.) Apr +10 ----- def ----- Resists +9% darkness +5% arcane Die.at -80.00 life Max.HP +80.00 HP.reg +4.00 Heal.mod +20% Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Nature/Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 nature +6 mind On Hit: * 10% chance to reduce all saves and defense by 35 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +10% Melee+ +16 light While equipped: Stats +2 Dex +2 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 10 cold Dmg.mod +8% cold Res.pen +5% cold ----- def ----- Armour +11 Resists +9% cold ---------- misc Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +7% Melee+ 6 fire Dmg.mod +7% fire Res.pen +5% fire ----- def ----- Resists +10% fire ---------- misc Hate/kill +3.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 128.96 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Normal] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Con dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness +12% blight ----- def ----- Defense +11 (+6 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +8 Lck dps ---------- Crit.mult +10.00% Dmg.mod +15% blight Melee Ret 10 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Resists +4% physical Stealth +11 ---------- misc T.Disarm +20 Stam/turn +3.00 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +3 (+1 eff.) Res.pen +10% physical ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +5% temporal Phys.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +5% blight D.Red.from +20% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Wil +2 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.crit +1% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue -3% Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) HP.reg +6.00 Heal.mod +15% ---------- misc Max.enc +29 Max.vim +10.00 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 10 mind On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +3 Fatigue -3% Resists +3% nature +3% acid Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 acid Dmg.mod +4% acid ----- def ----- Armour +6 Defense +25 (+13 eff.) Fatigue +3% Resists +7% acid +18% fire +6% light HP.reg +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +1% physical +3% temporal Die.at -80.00 life Max.HP +20.00 ---------- misc Infravis +1 A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +25% mind +10% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 18% * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% mind Max.HP +55.00 HP.reg +4.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +7% Resists +11% blight +10% darkness Phys.save +6 (+2 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +16 Defense +5 (+3 eff.) Fatigue +6% Resists +17% blight +19% darkness Phys.save +12 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +14% darkness +5% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +5% darkness +25% mind Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +13 Fatigue +22% Resists +12% nature +25% cold A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +11 Dex +3 Wil +4 Cun +2 Con dps ---------- Res.pen +25% fire ----- def ----- Armour +13 Fatigue +22% Resists +27% acid ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Apr +5 ----- def ----- Resists +6% temporal +6% darkness +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 65.45 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 65.45 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 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. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Res.pen +25% nature Acc +20 (+8 eff.) Melee Ret 6 physical ----- def ----- Armour +12 Resists +12% nature Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 444 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By dg the Dwarf Wyrmic level 33
4th Stralite 123rd year of Ascendancy at 23:58 see stats
By dg the Dwarf Wyrmic level 32
24th Gold 123rd year of Ascendancy at 05:44 see stats
By dg the Dwarf Wyrmic level 35
21st Stralite 123rd year of Ascendancy at 00:29 see stats
By dg the Dwarf Wyrmic level 22
13rd Dearth 122nd year of Ascendancy at 04:19 see stats
By dg the Dwarf Wyrmic level 17
40th Profit 122nd year of Ascendancy at 19:19 see stats
By dg the Dwarf Wyrmic level 34
12nd Stralite 123rd year of Ascendancy at 22:02 see stats
By dg the Dwarf Wyrmic level 21
9th Dearth 122nd year of Ascendancy at 06:18 see stats
By dg the Dwarf Wyrmic level 24
6th Shortage 122nd year of Ascendancy at 21:54 see stats
By dg the Dwarf Wyrmic level 10
2nd Profit 122nd year of Ascendancy at 10:07 see stats
By dg the Dwarf Wyrmic level 20
27th Wealth 122nd year of Ascendancy at 02:58 see stats
By dg the Dwarf Wyrmic level 30
3rd Iron 123rd year of Ascendancy at 22:48 see stats
By dg the Dwarf Wyrmic level 16
35th Profit 122nd year of Ascendancy at 20:53 see stats
By dg the Dwarf Wyrmic level 32
23rd Steel 123rd year of Ascendancy at 16:58 see stats
By dg the Dwarf Wyrmic level 32
10th Iron 123rd year of Ascendancy at 21:22 see stats
By dg the Dwarf Wyrmic level 22
13rd Dearth 122nd year of Ascendancy at 20:08 see stats
By dg the Dwarf Wyrmic level 35
13rd Stralite 123rd year of Ascendancy at 11:08 see stats
By dg the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 21:03 see stats
By dg the Dwarf Wyrmic level 12
6th Profit 122nd year of Ascendancy at 10:25 see stats
By dg the Dwarf Wyrmic level 12
8th Profit 122nd year of Ascendancy at 12:31 see stats
By dg the Dwarf Wyrmic level 26
13rd Shortage 122nd year of Ascendancy at 18:48 see stats
By dg the Dwarf Wyrmic level 18
2nd Wealth 122nd year of Ascendancy at 09:21 see stats
By dg the Dwarf Wyrmic level 32
23rd Gold 123rd year of Ascendancy at 14:30 see stats
Log
Dg is dazed!
Dg is not dazed anymore.
Talent Resilience of the Dwarves is ready to use.
dg damages herself through Martyrdom!
Rotting Disease from Ninandra, the Great Weaver hits dg for 30 blight damage.
Something hits dg for 5 blight, 0 lightning, 3 cold, 1 mind, 1 fire, 2 blight, 0 lightning, 3 cold, 1 mind, 1 fire (17 total damage).
Weakness Disease from Ninandra, the Great Weaver hits dg for 30 blight damage.
dg receives 28 healing from Temporal Restoration Field.
dg gains 1% of a turn from Ancestral Life.
Dg uses Infusion: Wild.
Dg recovers sight.
Dg is cured!
Dg lessens the pain.
Dg uses Resilience of the Dwarves.
Dg's skin turns to stone.
You fail to use Nature's Touch due to your equilibrium!
Ninandra, the Great Weaver's Soul Rot hits dg for 131 blight damage.
Cold drake hatchling seems more focused.
Ninandra, the Great Weaver receives 15 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits dg for 34 blight damage.
dg the level 36 dwarf wyrmic was debilitated by noxious blight before falling to death by a carrion worm mass on level 2 of Ardhungol.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Carrion worm mass's wormblight area effect killed dg!
Saving game...
Connection to online server lost, trying to reconnect.
Saving done.
Connection to online server established.