











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! 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! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 28 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Emigamina the dremling at level 13 on the 8th Flare 122nd year of Ascendancy at 05:42 0 / 7Killed by Polota the drem master at level 16 on the 1st Dusk 122nd year of Ascendancy at 18:52 Killed by elven cultist at level 25 on the 41st Haze 122nd year of Ascendancy at 07:27 Killed by Adonor the elven blood mage at level 26 on the 42nd Haze 122nd year of Ascendancy at 11:33 Killed by Grand Corruptor at level 27 on the 9th Decay 122nd year of Ascendancy at 05:28 Killed by faerlhing at level 28 on the 7th Allure 123rd year of Ascendancy at 03:25 Killed by faerlhing at level 28 on the 7th Allure 123rd year of Ascendancy at 05:30 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 66 (base 60) |
| Constitution | 17 (base 10) |
| Magic | 75 (base 49) |
| Willpower | 27 (base 12) |
| Cunning | 28 (base 10) |
Resources
| Life | -209/626 |
| Paradox | 373 |
| Healing Factor | 1.212941519274 |
| Regeneration | 5.5188839126966 |
Speed
| Mental | +9.954837119058% |
| Attack | +9.954837119058% |
| Movement | -2.2204460492503E-14% |
| Spell | +9.954837119058% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 16.556836295418 |
| See Invisible | 16.556836295418 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 12 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 46 |
| Crit Chance | 36% |
| APR | 17 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 0.9094643093484 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 19% |
| Speed | 0.9094643093484 |
Offense: Damage Bonus
| Darkness | +25% |
| Light | +15% |
| Temporal | +5% |
| Arcane | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (63.914983985962%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 35 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 45%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 3%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 10%( 70%) |
| Lightning | + 18%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 276 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 3 times. Its effects scale with your Strength stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 10%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 100. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. 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 faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed black mamba head. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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 have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 | wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +2 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +10 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 225.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Nyyon the hardened leather cap (25 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.pwr +15 (+4 eff.) Apr +7 ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +3% Resists +12% lightning +9% acid Crit.chn- 15.00% Spell.save +12 (+5 eff.) Heal.mod +5% A cap made of leather. |
| On hands | temporal voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 13 arcane 14 temporal Ranged+ 9 temporal Dmg.mod +5% arcane +5% temporal ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elven-wood wand of lightning storm 'Elenorab' [power 434] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +6 Str +6 Wil +3 Con dps ---------- Mind.crit +3% ----- def ----- Armour +6 Defense +25 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (434 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | mule's steel ring of misery0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 11% chance to reduce all saves and defense by 20 ----- def ----- Fatigue -4% ---------- misc Max.enc +24 Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Lorarek0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +3 (+1 eff.) Die.at -20.00 life Blind- +10% Knockbk- +20% Amulets make your neck look great! |
| In main hand | chilling stralite waraxe of crippling (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 33.0 - 46.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
| Around waist | Hichak1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.pwr +30 (+8 eff.) ----- def ----- Resists +6% lightning +6% temporal +3% physical Die.at -60.00 life A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Maloyon the cashmere cloak (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 physical ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +15% mind +19% cold Mind.save +18 (+6 eff.) Max.HP +60.00 Heal.mod +10% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +26% cold HP.reg +4.30 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (91% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 123; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 123 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. |
Torosta the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Acc +5 (+2 eff.) Melee Ret 2 physical ---------- misc Stam/turn +3.00 Hate/m.crit +1.00 Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper amethyst ring0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 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! |
marksman's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+2 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
balanced iron dagger of vileness (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 9.5 - 12.3 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 12.5 - 16.2 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
blazebringer's dragonbone longbow of dexterity (+8)4.0 T5 longbow 2H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +75 fire While equipped: Stats +8 Dex dps ---------- All.spd +6% Res.pen +9% physical +21% fire Longbows are used to shoot arrows at your foes. |
keeper's ash longbow4.0 T2 longbow 2H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +17% physical +15% temporal Res.pen +9% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
keeper's yew longbow4.0 T3 longbow 2H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +14% physical +17% temporal Res.pen +11% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
warden's yew longbow of true flight4.0 T3 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Mag dps ---------- Phys.crit +11.0% Dmg.mod +11% temporal +8% physical Res.pen +8% temporal +8% physical Acc +11 (+4 eff.) ---------- misc Reload +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of shearing (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +8 Sharp, long, and deadly. |
steady hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +3.0% Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Chamenaridir the Arcvault (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane +9% lightning Res.pen +5% blight +10% arcane Melee Ret 8 lightning ----- def ----- Resists +12% blight +5% arcane +9% lightning ---------- misc Mana/turn +0.10 Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lustrespiker the yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +3% light +20% fire Melee Ret 10 light ----- def ----- Resists +6% acid +3% physical +12% cold Crit.chn- 10.00% Silence- +20% ---------- misc Mana/turn +0.19 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of protection (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% temporal ----- def ----- Resists +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of fate (27-32 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane Power 27.0 - 32.4 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +14 (+5 eff.) Dmg.mod +27% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite waraxe of vileness (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 33.5 - 46.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +25% One-handed war axes. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Abyssbone (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+1 eff.) Resists +6% fire Die.at -40.00 life Disease- +20% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +3 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastmalice the pair of dwarven-steel boots (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Spell.crit +3% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) S.pwr/crit +4 Apr +7 ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +3% Resists +9% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glitterknight (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +5% physical Melee Ret 2 mind ----- def ----- Armour +1 Resists +4% physical Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Layilrawe (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Cun dps ---------- Mind.crit +4% Phys.pwr +14 (+4 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +3% temporal Melee Ret 8 arcane 4 mind ----- def ----- Armour +2 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. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 9 arcane Dmg.mod +6% arcane ----- def ----- Armour +5 Fatigue +3% Resists +5% arcane Mind.save +5 (+2 eff.) Max.HP +40.00 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. |
scouring dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +8% Mind.crit +6% Crit.mult +7.00% On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+5 eff.) 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. |
hardened leather cap 'Glumira' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Mag dps ---------- Crit.mult +10.00% Phys.pwr +15 (+4 eff.) Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 A cap made of leather. |
iron helm 'Yveleda' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +4 (+2 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
Bethera the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +8 Phasing +30% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +19% lightning Mind.save +9 (+3 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 18 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +18 Defense +9 (+2 eff.) Fatigue +8% Resists +5% acid +9% cold +10% fire +11% physical ---------- misc Breathe water A suit of armour made of leather. |
searing dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 12 fire Melee Ret 10 acid 8 fire ----- def ----- Armour +11 Fatigue +22% Resists +15% acid +12% fire A suit of armour made of metal plates. |
Blazepeal the quiver of yew arrows (18/22, 28-40 power, 10 apr)3.0 T3 arrow ammo [Rare] Psionic Power 28.5 - 39.9 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 lightning +12 light +8 nature On Hit.r1 +8 lightning On Crit.r2 +16 lightning +8 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Bokeredar (16/16, 27-38 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +23.5% Capacity 16 Ranged+ +8 blight On Hit.r1 +4 blight +12 arcane On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 79 damage On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
flaming quiver of ash arrows (21/21, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 22.0 - 30.8 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of annihilation (9/19, 40-55 power, 16 apr)3.0 T3 arrow ammo [Ego++] Master/Psionic Power 39.5 - 55.3 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +8.0% Capacity 19 Proj.spd +200% Ranged+ +24 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Arrows are used with bows to pierce your foes to death. |
2 agate0.0 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. |
292 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
Layoldanne the Dimbliss (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +9 (+3 eff.) Mov.spd +10% ----- def ----- Resists +6% darkness Crit.chn- 5.00% ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Xerissra2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 46% ----- def ----- Mind.save +12 (+4 eff.) Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Light +4 See.Stealth +14 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
high-capacity pouch of dwarven-steel shots (59/59, 29-35 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 59 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 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. |
9 citrine0.0 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. |
7 zircon0.0 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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Doctor the Shalore Temporal Warden level 18
36th Dusk 122nd year of Ascendancy at 18:49 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doctor the Shalore Temporal Warden level 27
80th Haze 122nd year of Ascendancy at 17:26 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Doctor the Shalore Temporal Warden level 24
27th Haze 122nd year of Ascendancy at 08:20 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doctor the Shalore Temporal Warden level 22
8th Haze 122nd year of Ascendancy at 07:34 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Doctor the Shalore Temporal Warden level 23
25th Haze 122nd year of Ascendancy at 21:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Doctor the Shalore Temporal Warden level 10
2nd Summertide 122nd year of Ascendancy at 14:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Doctor the Shalore Temporal Warden level 20
42nd Dusk 122nd year of Ascendancy at 02:00 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Doctor the Shalore Temporal Warden level 27
55th Haze 122nd year of Ascendancy at 09:24 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Doctor the Shalore Temporal Warden level 26
43rd Haze 122nd year of Ascendancy at 13:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Doctor the Shalore Temporal Warden level 25
40th Haze 122nd year of Ascendancy at 05:24 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Doctor the Shalore Temporal Warden level 22
13rd Haze 122nd year of Ascendancy at 22:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Doctor the Shalore Temporal Warden level 13
6th Flare 122nd year of Ascendancy at 04:27 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doctor the Shalore Temporal Warden level 20
45th Dusk 122nd year of Ascendancy at 10:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Doctor the Shalore Temporal Warden level 13
7th Flare 122nd year of Ascendancy at 19:07 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Doctor the Shalore Temporal Warden level 20
45th Dusk 122nd year of Ascendancy at 04:50 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Doctor the Shalore Temporal Warden level 25
41st Haze 122nd year of Ascendancy at 19:55 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Doctor the Shalore Temporal Warden level 16
2nd Dusk 122nd year of Ascendancy at 05:06 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Doctor the Shalore Temporal Warden level 5
76th Pyre 122nd year of Ascendancy at 15:22 see stats
Log
Doctor performs a melee critical strike against Faerlhing!
You collect a new ingredient: faerlhing fang (1).
Doctor steals life from Faerlhing!
Doctor hits Faerlhing for 339 physical, 12 cold, (19 ignored), 0 temporal, 11 physical, 10 arcane, 34 temporal, 136 physical, 20 blight, 20 fire, 19 temporal, 11 physical, 10 arcane, 34 temporal, 372 physical (1027 total damage).
Doctor's stormshield is out of charges and dissipates!.
Doctor's storm dissipates.
Doctor killed Faerlhing!
Ninurlhing's acid area effect hits Something for 18 acid damage.
Ninurlhing's acid area effect hits Doctor for (17 stormshielded), 0 acid (0 total damage).
Ninurlhing's acid area effect hits Doctor for (15 stormshielded), 0 acid (0 total damage).
Faerlhing's arcane area effect hits Something for 295 arcane damage.
Faerlhing's arcane area effect hits Doctor for (279 stormshielded), 0 arcane (0 total damage).
Doctor is caught in a web!
Doctor resists the effect 'Pinned to the ground'!
Ran for 1 turns (stop reason: trap).
Your summoned Doctor's temporal clone disappears.
Your shield crumbles under the damage!
The shield around Doctor crumbles.
Doctor vanishes from sight.
Doctor deactivates Secrets of the Eternals.
Faerlhing's arcane area effect hits Doctor for (95 absorbed), 184 arcane (184 total damage).
Talent Virulent Disease is ready to use.
Doctor is caught in a web!
Ran for 1 turns (stop reason: detrimental status effect).
Doctor is pinned to the ground.
You somehow avoid a trap (Ungolmor's sticky web).
Faerlhing's arcane area effect hits Doctor for 279 arcane damage.
Doctor the level 28 shalore temporal warden was energised to death by a faerlhing on level 2 of Dreadfell.





















































































































