










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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 37 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 9 on the 3rd Flare 122nd year of Ascendancy at 04:51 0 / 8Killed by Neruwe the skeleton warrior at level 21 on the 49th Pyre 123rd year of Ascendancy at 20:34 Killed by Celia at level 37 on the 78th Dusk 124th year of Ascendancy at 10:29 Killed by luminous horror at level 37 on the 11st Haze 124th year of Ascendancy at 17:30 Killed by netherworm mass at level 37 on the 11st Haze 124th year of Ascendancy at 17:43 Killed by netherworm mass at level 37 on the 11st Haze 124th year of Ascendancy at 19:29 Killed by netherworm mass at level 37 on the 11st Haze 124th year of Ascendancy at 19:36 Killed by netherworm mass at level 37 on the 11st Haze 124th year of Ascendancy at 19:43 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 92 (base 47) |
| Constitution | 56 (base 41) |
| Magic | 111 (base 60) |
| Willpower | 34 (base 12) |
| Cunning | 28 (base 10) |
Resources
| Life | -22/1165 |
| Paradox | 300 |
| Healing Factor | 1.4100460901468 |
| Regeneration | 8.8127880634173 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50.000000000007% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 62.865414036151 |
| See Invisible | 71.865414036151 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 60 |
| Crit Chance | 13% |
| APR | 10 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 60 |
| Crit Chance | 25% |
| APR | 20 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Temporal | +20% |
| Physical | +20% |
| Arcane | +7% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +40% |
| Cold | +35% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 20 (69.687909656376%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 40 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Temporal | + 26%( 70%) |
| Fire | + 31%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 41%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
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 again | active |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 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 Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Yvarikira the giant brown ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 75. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed pouch of faeros ash. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. * You've found the needed pouch of bone giant dust. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | pair of rough leather boots 'Mayovea' (20 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+4 eff.) Changes resistances: +6% lightning / +9% temporal Confusion immunity: +10% Life regen: +4.00 Maximum life: +40.00 Healing mod.: +10% A pair of boots made of leather. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 446 cold damage (based on your Magic) Activation costs 20 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. |
| On head | defender's hardened leather cap of might (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +4% all Physical save: +8 (+4 eff.) A cap made of leather. |
| On hands | alchemist's drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 acid / 3 cold / 6 fire / 6 arcane / 6 lightning Changes stats: +8 Mag / +11 Wil Changes resistances: +5% arcane Changes damage: +7% arcane Spellpower: +8 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fulagarim the Flamewreath [power 345] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Dex / +2 Wil / +8 Con Changes resistances: +6% fire Changes resistances penetration: +20% fire See invisible: +9 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 414 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Mag Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Bleakrazor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +3% darkness Mana each turn: +0.12 Equilibrium when hit: +0.08 Spellpower: +15 (+4 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +2 Mag / +6 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.30 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Sword of Potential Futures (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. The set is complete. Base power: 28.0 - 39.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 10% chance to reduce the target's resistances to all damage Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +10% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
| Around waist | insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +9% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
| In off hand | Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. The set is complete. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% On weapon hit: * 10% chance to return the target to a much younger state Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes resistances penetration: +15% temporal Changes damage: +10% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | nimble reinforced leather armour of the hero (18 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +7 Dex / +5 Mag / +5 Wil / +5 Cun Maximum life: +41.00 Movement speed: +20% A suit of armour made of leather. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 133; dur 6; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 create a protective shield absorbing at most 133 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to 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 Activation costs 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? |
warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +27% Infravision radius: +3 See stealth: +8 See invisible: +10 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.quick stralite battleaxe of vileness (43-64 power, 3 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): +21 blight When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +3 Dex Combat speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of paradox (28-36 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances: +7% temporal Changes resistances penetration: +12% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Weeppyre the stralite greatmaul (89-134 power, 3 apr) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 89.0 - 133.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +21 (+5 eff.) Damage when hit (Melee): 6 nature / 6 cold Changes stats: +7 Str Changes resistances penetration: +15% cold Changes damage: +19% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stralite greatmaul 'Murin' (54-81 power, 3 apr) Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon hit: * 27% chance to reduce all saves and defense by 22 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +21 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +2 Mag / +7 Wil / +7 Cun Mental save: +12 (+6 eff.) Psi when hit: +0.08 Mindpower: +15 (+7 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Isyna the Brightsweep (66-106 power, 4 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +28 fire When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% fire Critical mult.: +20.00% Mana each turn: +0.08 Maximum mana: +100.00 Spell crit. chance: +2% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite greatsword of crippling (50-80 power, 3 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite longsword of shearing (34-47 power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +8% all Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite mace (38-52 power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +36 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +1% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun mace of torment (46-64 power, 6 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +35 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +4% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hungering pulsing mindstar of balance (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.50 Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to inflict 69.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
This item will automatically be transmogrified when you leave the level.Gona Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +1.0% Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% When wielded/worn: Armour: +4 Defense: +20 (+4 eff.) Changes stats: +6 Cun / +4 Mag Changes resistances penetration: +8% physical Changes damage: +10% arcane Spellpower: +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.blighted elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Maximum wards: +3 lightning Changes damage: +25% lightning Talents granted: +3 Ward +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's elven-wood magestaff of fate (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +9% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +9 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's elven-wood starstaff of the prodigy (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +16 Wil / +13 Cun Changes resistances: +5% darkness / +9% temporal Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff of wizardry (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum mana: +40.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced stralite waraxe of erosion (32-44 power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +5 (+1 eff.) Disarm immunity: +24% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite waraxe of torment (31-43 power, 5 apr) Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +42 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +4% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.inquisitor's stralite waraxe of erosion (32-44 power, 5 apr) Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +10 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dispeller's elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag / +5 Wil Changes resistances: +9% lightning / +8% darkness / +8% light / +8% blight / +10% fire / +10% cold / +15% all Physical save: +17 (+9 eff.) Spell save: +23 (+7 eff.) Mental save: +10 (+5 eff.) Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +7 Wil Changes resistances: +13% lightning / +10% cold / +13% all Changes damage: +18% lightning / +14% physical / +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +9% lightning / +8% cold / +10% blight / +13% all Changes damage: +14% lightning / +11% physical / +13% cold Life regen: +2.40 Maximum life: +70.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cinder drakeskin leather gloves of magic (+4) (0 def, 3 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 fire Changes stats: +4 Mag Changes resistances: +7% fire Changes damage: +4% arcane / +3% fire 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. |
This item will automatically be transmogrified when you leave the level.drakeskin leather gloves of archery (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +3 Changes stats: +6 Cun / +5 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of the deep (12 def, 10 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +11% acid / +8% cold Allows you to breathe in: water Life regen: +4.80 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.troll-hide reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +7.80 Maximum life: +43.00 Healing mod.: +16% A suit of armour made of leather. |
mindwoven mummy wrappings (5 def, 2 armour)Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Mental save: +21 (+11 eff.) Spellpower: +7 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +4% Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+3 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+3 eff.) Decaying mummy wrappings. |
quiver of elven-wood arrows of torment (18/18, 44-62 power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.storming quiver of elven-wood arrows of vileness (19/19, 44-61 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Damage (Ranged): +17 blight / +17 lightning Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xeruvena the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +1% physical Changes damage: +9% mind Life regen: +2.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Lee the Skeleton Temporal Warden level 27
67th Pyre 123rd year of Ascendancy at 18:54 see stats
Against all odds
Killed Ukruk in the ambush.By Lee the Skeleton Temporal Warden level 26
61st Pyre 123rd year of Ascendancy at 18:08 see stats
Arachnophobia
Destroyed the spydric menace.By Lee the Skeleton Temporal Warden level 30
24th Haze 123rd year of Ascendancy at 21:31 see stats
Brave new world
Went to the Far East and took part in the war.By Lee the Skeleton Temporal Warden level 29
20th Haze 123rd year of Ascendancy at 02:07 see stats
Bringer of Doom
Killed a Bringer of Doom.By Lee the Skeleton Temporal Warden level 33
9th Allure 124th year of Ascendancy at 03:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lee the Skeleton Temporal Warden level 35
31st Pyre 124th year of Ascendancy at 21:19 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Lee the Skeleton Temporal Warden level 28
17th Haze 123rd year of Ascendancy at 02:03 see stats
Exterminator
Killed 1000 creatures.By Lee the Skeleton Temporal Warden level 16
49th Dusk 122nd year of Ascendancy at 05:17 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lee the Skeleton Temporal Warden level 21
38th Pyre 123rd year of Ascendancy at 17:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lee the Skeleton Temporal Warden level 33
1st Allure 124th year of Ascendancy at 02:40 see stats
Impossible Death
Got killed by your future self.By Lee the Skeleton Temporal Warden level 16
50th Dusk 122nd year of Ascendancy at 01:58 see stats
Level 10
Got a character to level 10.By Lee the Skeleton Temporal Warden level 10
13rd Dusk 122nd year of Ascendancy at 18:17 see stats
Level 20
Got a character to level 20.By Lee the Skeleton Temporal Warden level 20
75th Haze 122nd year of Ascendancy at 02:16 see stats
Level 30
Got a character to level 30.By Lee the Skeleton Temporal Warden level 30
23rd Haze 123rd year of Ascendancy at 02:29 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Lee the Skeleton Temporal Warden level 35
80th Regrowth 124th year of Ascendancy at 17:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lee the Skeleton Temporal Warden level 21
1st Pyre 123rd year of Ascendancy at 08:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Lee the Skeleton Temporal Warden level 29
17th Haze 123rd year of Ascendancy at 05:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lee the Skeleton Temporal Warden level 17
61st Dusk 122nd year of Ascendancy at 13:50 see stats
The secret city
Discovered the truth about mages.By Lee the Skeleton Temporal Warden level 20
11st Regrowth 123rd year of Ascendancy at 08:06 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Lee the Skeleton Temporal Warden level 16
50th Dusk 122nd year of Ascendancy at 07:03 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Lee the Skeleton Temporal Warden level 32
3rd Decay 123rd year of Ascendancy at 10:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Lee the Skeleton Temporal Warden level 28
16th Haze 123rd year of Ascendancy at 08:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lee the Skeleton Temporal Warden level 19
54th Haze 122nd year of Ascendancy at 03:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Lee the Skeleton Temporal Warden level 25
61st Pyre 123rd year of Ascendancy at 11:28 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Lee the Skeleton Temporal Warden level 37
11st Haze 124th year of Ascendancy at 16:34 see stats
Log
Melee retaliation hits Netherworm mass for 25 fire damage.
Melee retaliation hits Netherworm mass for 25 fire damage.
Melee retaliation hits Netherworm mass for 25 fire damage.
Netherworm mass hits Lee for 21 temporal, 23 darkness (43 total damage).
Netherworm mass hits Giant netherworm for 22 healing, 25 healing (0 total damage) [47 healing].
Netherworm mass hits Lee for 18 temporal, 20 darkness (39 total damage).
Netherworm mass hits Giant netherworm for 20 healing, 22 healing (0 total damage) [42 healing].
Netherworm mass hits Lee for 21 temporal, 23 darkness (45 total damage).
Netherworm mass hits Giant netherworm for 23 healing, 26 healing (0 total damage) [49 healing].
Eldritch eye hits Netherworm mass for 87 light damage.
Dark Whispers from Veliretira the fearful symmetry hits Lee for 13 darkness damage.
Giant netherworm loses 7 health to the entropy.
Headless horror misses Lee.
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass misses Lee.
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass misses Lee.
Netherworm mass leeches life from Lee!
Netherworm mass leeches life from Lee!
Netherworm mass hits Lee for 25 temporal damage.
Giant netherworm receives 4 healing from Netherworm mass.
Netherworm mass receives 4 healing from Lee.
Lee hits Netherworm mass for 20 healing, 22 healing (0 total damage) [41 healing].
Melee retaliation hits Netherworm mass for 25 fire damage.
Melee retaliation hits Netherworm mass for 25 fire damage.
Netherworm mass hits Lee for 18 temporal, 20 darkness (38 total damage).
Netherworm mass hits Giant netherworm for 20 healing, 22 healing (0 total damage) [41 healing].
Lee the level 37 skeleton temporal warden was paradoxed to death by a netherworm mass on level 1 of The Place Which Does Not Exist.














































































































