
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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 42 / 91% |
| Size | big |
| Lifes / Deaths | Killed by ghast at level 42 on the 47th Haze 123rd year of Ascendancy at 21:35 / 1 |
Primary Stats
| Strength | 127 (base 66) |
| Dexterity | 26 (base 8) |
| Constitution | 19 (base 15) |
| Magic | 6 (base 9) |
| Willpower | 75 (base 59) |
| Cunning | 58 (base 49) |
Resources
| Life | -124/1251 |
| Psi | 175/175 |
| Stamina | 356/386 |
| Equilibrium | 85 |
| Healing Factor | 1.3991723257555 |
| Regeneration | 30.950702418335 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +57.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 8 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 60 |
| Crit Chance | 37% |
| APR | 27 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 21% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +50% |
| Physical | +20% |
| Cold | +20% |
| All | 0% |
| Lightning | +26% |
| Darkness | +20% |
| Fire | +20% |
| Nature | +44% |
Offense: Damage Penetration
| Acid | +38% |
| Blight | +48% |
| Physical | +38% |
| Cold | +38% |
| All | +8% |
| Lightning | +38% |
| Darkness | +38% |
| Fire | +38% |
| Nature | +58% |
Defense: Base
| Armour (hardiness) | 121.13080173704 (100%) |
| Defense | 33 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 35 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 67%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 70%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 58%( 70%) |
| Temporal | + 47%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 47% |
| Silence Resistance | 46% |
| Pinning Resistance | 31% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 881% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 298 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -790 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1581 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 630 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | 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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
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 talent Resonance Field (+1 level(s)). | done |
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 talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Dream Walk (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 504. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala has completed an elixir of mysticism without your aid. 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 naga tongue. * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vampire lord fang. * You've found the needed bear paw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed ice wyrm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Purelady the pair of drakeskin leather boots (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 blight / 4 nature Changes stats: +6 Mag Changes resistances: +6% nature Changes resistances penetration: +10% blight Changes damage: +30% blight Silence immunity: +46% Confusion immunity: +43% Stun/Freeze immunity: +49% Lowers spell cool-downs by: 10% Infravision radius: +3 A pair of boots made of leather. |
| Light source | piercing alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes resistances: +3% all Changes resistances penetration: +8% all Spell save: +10 (+5 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | cleansing dwarven-steel torque of psionic shield [power 73] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Isirin'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Cun / +9 Wil Changes resistances: +16% acid / +15% fire / +14% lightning / +19% cold Critical mult.: +15.00% Mental save: +6 (+2 eff.) Maximum hate: +2.00 Maximum psi: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 7.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
| On fingers | Veligassra the BlastblowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Damage when hit (Melee): 10 lightning Changes resistances: +9% blight Physical save: +6 (+2 eff.) Mental save: +13 (+5 eff.) Poison immunity: +20% Confusion immunity: +64% Knockback immunity: +20% Rings make your fingers look great! |
| Around neck | Fogfury of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Changes stats: +9 Dex / -9 Mag Changes resistances: +3% blight / +18% temporal / +3% nature Critical mult.: +14.00% Blindness immunity: +22% Pinning immunity: +31% Knockback immunity: +31% Equilibrium when hit: +0.20 Mindpower: +10 (+3 eff.) Mental crit. chance: +1% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
| In main hand | Witch-Bane (42-59 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Sparklady (0 def, 30 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Fatigue: +22% Changes stats: +1 Str / +5 Dex Changes resistances: +11% acid / +11% cold / +9% physical Changes damage: +6% lightning Allows you to breathe in: water Physical save: +25 (+8 eff.) Life regen: +10.00 Stamina each turn: +2.00 Maximum life: +76.00 Healing mod.: +17% A suit of armour made of metal plates. |
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: 18 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. |
shatter afflictions rune of the warrior (absorb 170; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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! |
archmage's voratun amulet of mastery (0.40 Wild-gift / Higher draconic abilities)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes damage: +6% acid / +7% fire / +6% cold / +6% lightning Talent mastery: +0.40 Wild-gift / Higher draconic abilities Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
cleansing gold amulet of mastery (0.24 Wild-gift / Higher draconic abilities)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +18% blight Talent mastery: +0.24 Wild-gift / Higher draconic abilities Poison immunity: +23% Disease immunity: +21% Amulets make your neck look great! |
stralite amulet 'Dimgasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 darkness Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +25% darkness Changes damage: +9% lightning / +12% darkness Life regen: +5.00 Amulets make your neck look great! |
stralite amulet 'Treevortex'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun / +7 Dex Changes resistances: +9% blight / +9% acid Changes damage: +6% nature Reduces incoming crit damage: 15.00% Mental save: +15 (+5 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
BarunarirainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes resistances: +6% blight / +12% temporal Changes resistances penetration: +10% blight / +20% mind Changes damage: +6% mind / +6% all Spellpower: +11 (+3 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
NeridhemiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +6% blight / +3% temporal Critical mult.: +15.00% Mental save: +9 (+3 eff.) Blindness immunity: +20% Confusion immunity: +26% Rings make your fingers look great! |
Rimeimmortal the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +2 Changes stats: +7 Mag / +6 Cun / +4 Con Changes resistances: +9% temporal / +6% cold Changes resistances penetration: +20% cold Changes damage: +6% physical Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Cun / +9 Dex Life regen: +5.00 Maximum life: +57.00 Healing mod.: +10% Rings make your fingers look great! |
steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
stralite ring 'Shiverfist'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +8 Dex Changes resistances: +6% acid / +12% temporal / +15% cold Changes resistances penetration: +5% acid Changes damage: +3% acid / +12% temporal Rings make your fingers look great! |
Wintertide (39-55 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 113.19 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
stralite longsword (33-46 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
Brenathad (38-53 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+7 eff.) Changes stats: +4 Dex / +5 Mag / +12 Wil / +12 Con Changes resistances: +3% blight Changes resistances penetration: +15% physical Maximum life: +57.00 Spellpower: +7 (+2 eff.) Combat speed: +10% Blunt and deadly. |
Gamina the Strikevile (38-54 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +4 lightning Damage (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +3 Str Changes resistances: +9% lightning Changes resistances penetration: +15% lightning One-handed war axes. |
hardened leather belt 'Lisaldann'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +25 (+10 eff.) Changes stats: +2 Dex / +2 Con Changes resistances penetration: +10% physical Changes damage: +6% physical Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +7% blight Damage against: +17% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of voratun boots of phasing (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +9 Wil / +3 Cun Physical save: +11 (+3 eff.) Spell save: +13 (+6 eff.) Mental save: +10 (+4 eff.) It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brandbloom the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 light / 7 darkness Damage when hit (Melee): 2 fire Changes resistances: +6% blight / +5% light / +7% darkness Changes resistances penetration: +10% fire Changes damage: +3% blight / +6% fire / +8% light / +4% darkness Mana each turn: +0.18 Spellpower: +7 (+2 eff.) Spell crit. chance: +5% 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. |
Umbragasher of the Blightspawn (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +8 Effects when hit in melee: * 32% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 arcane Changes stats: +4 Dex / +6 Mag Changes resistances: +9% temporal Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +9% temporal Mental save: +9 (+3 eff.) Maximum life: +63.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Effects when hit in melee: * 25 arcane resource burn Changes stats: +7 Cun / +5 Dex Spell save: +15 (+6 eff.) 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: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Vilewake' (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +3 Defense: +15 (+7 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Dex Changes resistances: +9% cold Changes damage: +12% nature Mental save: +6 (+2 eff.) Pinning immunity: +20% Maximum stamina: +20.00 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. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
stralite shield 'Dazzlepall' (0 def, 8 armour, 50-59 power, 139.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +20 light / +24 physical Damage (radius 2) on crit: +4 light When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +9% acid / +14% physical / +10% temporal / +8% cold / +9% fire / +9% nature / +7% lightning Talent granted: +1 Block Slows Projectiles: +14% Bonus block near projectiles: +58 Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Jetwisp (dig speed 8 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% blight / +9% fire / +14% darkness / +6% temporal Changes resistances penetration: +10% darkness Changes damage: +14% mind / +13% fire Damage affinity(heal): +15% darkness Mental save: +15 (+5 eff.) Light radius: +1 Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Loambright the voratun pickaxe (dig speed 10 turns)Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Str Changes resistances: +13% nature Changes resistances penetration: +10% nature / +25% cold Changes damage: +13% fire / +21% nature / +12% mind Physical save: +9 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +15 (+5 eff.) Maximum life: +48.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
8 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. |
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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 322.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 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. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Badonkadonk DeJour the Cornac Wyrmic level 35
57th Pyre 123rd year of Ascendancy at 09:31 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Badonkadonk DeJour the Cornac Wyrmic level 25
60th Regrowth 123rd year of Ascendancy at 02:03 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Badonkadonk DeJour the Cornac Wyrmic level 33
48th Pyre 123rd year of Ascendancy at 02:04 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Badonkadonk DeJour the Cornac Wyrmic level 38
21st Dusk 123rd year of Ascendancy at 03:26 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Badonkadonk DeJour the Cornac Wyrmic level 37
18th Dusk 123rd year of Ascendancy at 00:18 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Badonkadonk DeJour the Cornac Wyrmic level 14
19th Haze 122nd year of Ascendancy at 12:51 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Badonkadonk DeJour the Cornac Wyrmic level 36
15th Dusk 123rd year of Ascendancy at 02:55 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Badonkadonk DeJour the Cornac Wyrmic level 42
20th Haze 123rd year of Ascendancy at 12:37 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Badonkadonk DeJour the Cornac Wyrmic level 20
7th Decay 122nd year of Ascendancy at 11:44 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Badonkadonk DeJour the Cornac Wyrmic level 20
46th Haze 122nd year of Ascendancy at 07:45 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Badonkadonk DeJour the Cornac Wyrmic level 27
74th Regrowth 123rd year of Ascendancy at 16:16 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Badonkadonk DeJour the Cornac Wyrmic level 30
39th Pyre 123rd year of Ascendancy at 04:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Badonkadonk DeJour the Cornac Wyrmic level 25
60th Regrowth 123rd year of Ascendancy at 01:42 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Badonkadonk DeJour the Cornac Wyrmic level 34
51st Pyre 123rd year of Ascendancy at 19:04 see stats
Level 10 (Roguelike)
Got a character to level 10.By Badonkadonk DeJour the Cornac Wyrmic level 10
2nd Flare 122nd year of Ascendancy at 17:47 see stats
Level 20 (Roguelike)
Got a character to level 20.By Badonkadonk DeJour the Cornac Wyrmic level 20
46th Haze 122nd year of Ascendancy at 05:47 see stats
Level 30 (Roguelike)
Got a character to level 30.By Badonkadonk DeJour the Cornac Wyrmic level 30
33rd Pyre 123rd year of Ascendancy at 13:15 see stats
Level 40 (Roguelike)
Got a character to level 40.By Badonkadonk DeJour the Cornac Wyrmic level 40
75th Dusk 123rd year of Ascendancy at 18:36 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Badonkadonk DeJour the Cornac Wyrmic level 28
4th Pyre 123rd year of Ascendancy at 16:01 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Badonkadonk DeJour the Cornac Wyrmic level 29
33rd Pyre 123rd year of Ascendancy at 13:15 see stats
Myths of an age past (Roguelike)
Learned all there is to learn about the Gods and the Godslayers.By Badonkadonk DeJour the Cornac Wyrmic level 25
60th Regrowth 123rd year of Ascendancy at 02:03 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Badonkadonk DeJour the Cornac Wyrmic level 22
16th Regrowth 123rd year of Ascendancy at 12:36 see stats
Santassacre! (Roguelike)
Killed the little helper elves after saving them!By Badonkadonk DeJour the Cornac Wyrmic level 30
33rd Pyre 123rd year of Ascendancy at 14:21 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Badonkadonk DeJour the Cornac Wyrmic level 28
4th Pyre 123rd year of Ascendancy at 00:23 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Badonkadonk DeJour the Cornac Wyrmic level 42
47th Haze 123rd year of Ascendancy at 12:08 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Badonkadonk DeJour the Cornac Wyrmic level 25
66th Regrowth 123rd year of Ascendancy at 02:33 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Badonkadonk DeJour the Cornac Wyrmic level 37
15th Dusk 123rd year of Ascendancy at 04:05 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Badonkadonk DeJour the Cornac Wyrmic level 25
60th Regrowth 123rd year of Ascendancy at 02:03 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Badonkadonk DeJour the Cornac Wyrmic level 9
2nd Summertide 122nd year of Ascendancy at 00:20 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Badonkadonk DeJour the Cornac Wyrmic level 22
35th Regrowth 123rd year of Ascendancy at 07:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Badonkadonk DeJour the Cornac Wyrmic level 12
67th Dusk 122nd year of Ascendancy at 17:38 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Badonkadonk DeJour the Cornac Wyrmic level 39
73rd Dusk 123rd year of Ascendancy at 03:12 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Badonkadonk DeJour the Cornac Wyrmic level 22
34th Regrowth 123rd year of Ascendancy at 14:12 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Badonkadonk DeJour the Cornac Wyrmic level 28
4th Pyre 123rd year of Ascendancy at 00:23 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Badonkadonk DeJour the Cornac Wyrmic level 20
46th Haze 122nd year of Ascendancy at 17:04 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Badonkadonk DeJour the Cornac Wyrmic level 32
47th Pyre 123rd year of Ascendancy at 09:40 see stats
Log
Rotting Disease from Ghast hits Badonkadonk DeJour for 11 blight damage.
Herald of oblivion casts Blink Blade.
Herald of oblivion performs a melee critical strike against Badonkadonk DeJour!
Herald of oblivion performs a melee critical strike against Badonkadonk DeJour!
Herald of oblivion performs a melee critical strike against Badonkadonk DeJour!
Melee retaliation hits Herald of oblivion for 10 lightning, 23 fire, 5 nature, 5 blight, 31 cold, 11 darkness, 10 lightning, 23 fire, 5 nature, 5 blight, 31 cold, 11 darkness, 10 lightning, 23 fire, 5 nature, 5 blight, 31 cold, 11 darkness, 10 lightning, 23 fire, 5 nature, 5 blight, 31 cold, 11 darkness (342 total damage).
Herald of oblivion hits Badonkadonk DeJour for 20 physical, 15 temporal, 37 physical, 15 temporal, 39 physical, 15 temporal, 15 temporal (155 total damage).
Eliyatira the skeleton master archer loses 6 health to the entropy.
Eliyatira the skeleton master archer uses Bone Armour.
A shield forms around Eliyatira the skeleton master archer.
Ghast receives 74 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Badonkadonk DeJour for 11 blight damage.
Ghast's purging blight area effect hits Herald of oblivion for 25 blight damage.
Badonkadonk DeJour uses Lightning Speed.
Badonkadonk DeJour turns into pure lightning!
There is a next level here (press '' or right click to use).
Badonkadonk DeJour struggles to resist the prophecy.
Badonkadonk DeJour succumbs to the prophecy, striking themself!
Badonkadonk DeJour is afflicted by a crippling illness!
Badonkadonk DeJour is back to normal.
Prophecy of Treason from Eliyatira the skeleton master archer hits Badonkadonk DeJour for 10 physical, 0 arcane (10 total damage).
Melee retaliation hits Badonkadonk DeJour for 5 lightning, 16 fire, 4 nature, 4 blight, 21 cold, 20 darkness (70 total damage).
Ghast receives 74 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Herald of oblivion for 25 blight damage.
Talent Draconic Will is ready to use.
Nihil from Eliyatira the skeleton master archer hits Badonkadonk DeJour for 38 temporal damage.
Rotting Disease from Ghast hits Badonkadonk DeJour for 11 blight damage.
Badonkadonk DeJour the level 42 cornac wyrmic was debilitated by noxious blight before falling to death by a ghast on level 4 of Ruins of Telmur.
























































































































