
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 24 / 88% |
| Size | small |
| Lifes / Deaths | Killed by Xanata the skeleton mage at level 20 on the 24th Regrowth 123rd year of Ascendancy at 00:18 5 / 1 |
Primary Stats
| Strength | 28 (base 16) |
| Dexterity | 57 (base 41) |
| Constitution | 21 (base 15) |
| Magic | 28 (base 12) |
| Willpower | 13 (base 10) |
| Cunning | 100 (base 54) |
Resources
| Life | 594/594 |
| Stamina | 212/212 |
| Healing Factor | 1.0948044672221 |
| Regeneration | 6.7522579816576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -998 |
| Infravision | 7 |
| See Stealth | 49.683315893437 |
| See Invisible | 49.683315893437 |
| Stealth | 70 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 72 |
| Crit Chance | 49% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 72 |
| Crit Chance | 56% |
| APR | 40 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +5% |
| Nature | +16% |
| Darkness | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (69.007671158813%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 23 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Light | + 18%( 70%) |
| Nature | + 26%( 70%) |
| Arcane | + 16%( 70%) |
| Lightning | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Bleed Resistance | 20% |
| Confusion Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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 Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Leeching Poison |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.9 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 102 - 142 Accuracy: 88 (knife) APR: 32 Crit Chance: +51% Crit mult: 183% Uses Stats: 50% Cun, 70% Dex |
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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 77. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * You've found the needed electric eel tail. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | blightbringer's pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +4 Mag +3 Cun dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +5% blight ----- def ----- Armour +1 Disease- +20% Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% 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. |
| Light source | Corpsevein the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +6% nature Res.pen +20% physical Apr +1 ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) Die.at -80.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Arendur' (2 def, 6 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Str +3 Cun +2 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +5% arcane Mind.save +7 (+2 eff.) Die.at -40.00 life Max.HP +20.00 ---------- misc Light +1 A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Adinor' (5 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +9% acid +7% nature +6% light Spell.save +3 (+1 eff.) Die.at -20.00 life Cut- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun pickaxe 'Cloudking' (dig speed 22 turns)3.0 T5 digger tool [Rare] Nature While equipped: Stats +9 Str +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +13% nature +6% lightning ---------- misc Stam/turn +3.00 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 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 | pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +3 Mag dps ---------- Spell.pwr +9 (+2 eff.) Acc +15 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Camaran0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil +5 Cun +10 Lck dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +15% acid Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +7 (+2 eff.) Resists +3% acid Mind.save +9 (+3 eff.) Unseen.red 12% Confus- +15% Amulets make your neck look great! |
| In main hand | Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Around waist | spiritwalker's rough leather belt of burglary1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Mana/turn +0.10 Max.mana +24.00 Infravis +4 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Cyrudabeth the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Acc +30 (+8 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +6% light +5% arcane Max.HP +37.00 Disarm- +20% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the titan (speed 463%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 463% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
ethereal rune of the duelist (power 17; resist 29%; move 43%; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 43% faster, and you are invisible (power 17). Its effects scale with your Dexterity stat. 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 duelist (absorb 77; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 77 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 Dexterity stat. 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 duelist (absorb 81; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 81 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Elabrelaith0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Con ----- def ----- Resists +5% arcane ---------- misc Infravis +2 See.Invis +3 Amulets make your neck look great! |
Faluleyon0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str ----- def ----- Defense +10 (+3 eff.) Resists +9% lightning +26% temporal +6% light +12% fire +5% arcane Pinning- +35% Knockbk- +41% Amulets make your neck look great! |
cleansing gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +12% nature +16% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
starseer's copper amulet of mastery (0.10 Technique / Throwing knives)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical ---------- misc Masteries +0.10 Technique/Throwing knives Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.31 cold and 8.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Mind.save +6 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +20% Pinning- +24% Knockbk- +26% Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Hareyarach (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit.r1 +16 mind On Hit: * 17% chance to reduce all saves and defense by 25 While equipped: Stats +1 Cun +1 Wil dps ---------- Melee Ret 4 mind ----- def ----- Resists +6% darkness +12% nature +6% light Confus- +10% Sharp, short and deadly. |
Kadir the Carrionsnake (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +6% fire +3% cold HP.reg +4.00 Sharp, short and deadly. |
Lustrewither the steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness +20 light On Crit.r2 +17 acid +11 nature +8 darkness While equipped: dps ---------- Dmg.mod +9% light Res.pen +9% acid +7% nature Apr +5 Melee Ret 2 nature ---------- misc Light +3 Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 59.65 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Dimpunish' (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 darkness +7 blight On Hit.r1 +4 temporal On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 9 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Melee Ret 10 blight 6 temporal ----- def ----- Resists +3% darkness Disease- +15% Sharp, short and deadly. |
truestriking steel dagger of crippling (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +7% physical Acc +8 (+2 eff.) Apr +6 Sharp, short and deadly. |
Cloudsteel1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +30% lightning +12% cold Melee Ret 4 lightning ----- def ----- Resists +12% nature Spell.save +12 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Drygar the Burnwasp1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +24% fire On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 52% ----- def ----- Resists +5% arcane Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +6% light +6% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
Stormmark the elven-silk cloak (15 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +20% light +5% lightning ----- def ----- Defense +15 (+4 eff.) Resists +9% lightning Phys.save +13 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bleakpiercer' (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 52% * 20 arcane resource burn ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +9% light +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Elora' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +1 (+0 eff.) Dmg.mod +6% acid ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +9% mind +15% blight Crit.chn- 10.00% Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sunveil' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil dps ---------- Res.pen +5% physical +10% fire Acc +30 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Ragisafang (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +15% acid ----- def ----- Armour +3 HP.reg +5.00 Heal.mod +13% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Morningwire' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/s.crit +2.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerychik (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning Res.pen +20% acid ----- def ----- Armour +2 Resists +7% lightning +1% physical Cut- +20% ---------- misc Infravis +3 See.Invis +6 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +13 (+4 eff.) Melee+ 11 arcane Dmg.mod +3% arcane ----- def ----- Armour +3 Resists +3% arcane 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. |
spellstreaming dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +11 (+3 eff.) Melee+ 9 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane ---------- misc Mana/turn +0.15 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. |
Haletir (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Mag +5 Cun +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% light +18% cold Crit.chn- 5.00% Mind.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +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. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Wildquencher (0 def, 7 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Armour +7 Fatigue +5% Resists +11% blight +5% arcane +3% darkness Spell.save +6 (+3 eff.) Mind.save +11 (+3 eff.) Heal.mod +20% A cap made of leather. |
drakeskin leather cap 'Elovea' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Phys.crit +5.0% ----- def ----- Armour +5 Fatigue +5% Resists +12% light +12% fire Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
dwarven-steel helm 'Islera' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +2 Con dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Armour +4 Fatigue +4% Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +3 Wil +3 Con dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% physical Phys.save +5 (+3 eff.) A cap made of leather. |
Belehell the Magmawell (20 def, 8 armour)9.0 T5 light armor [Rare] Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +9% physical +15% fire Res.pen +10% fire Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +21 (+7 eff.) Die.at -80.00 life ---------- misc See.Invis +6 A suit of armour made of leather. |
troll-hide cured leather armour of delving (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% darkness +6% physical Max.HP +32.00 HP.reg +4.40 Heal.mod +10% ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
3 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. |
63 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. |
8 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
13 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. |
16 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
dwarven-steel torque of gale force 'Gloldarin' [power 230] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% physical +6% darkness +6% light Phys.save +9 (+5 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
12 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. |
Dremantir the yew wand of conjuration [power 205] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +6% cold +3% fire Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Blind- +10% Fire a magical bolt dealing 205 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
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. |
2 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. |
3 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
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Freda the Halfling Rogue level 24
22nd Pyre 123rd year of Ascendancy at 07:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Freda the Halfling Rogue level 13
52nd Haze 122nd year of Ascendancy at 02:58 see stats
Earth Master
Killed Harkor'Zun.By Freda the Halfling Rogue level 18
15th Regrowth 123rd year of Ascendancy at 20:14 see stats
Exterminator
Killed 1000 creatures.By Freda the Halfling Rogue level 17
2nd Allure 123rd year of Ascendancy at 14:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Freda the Halfling Rogue level 23
14th Pyre 123rd year of Ascendancy at 16:13 see stats
Level 10
Got a character to level 10.By Freda the Halfling Rogue level 10
30th Haze 122nd year of Ascendancy at 09:49 see stats
Level 20
Got a character to level 20.By Freda the Halfling Rogue level 20
18th Regrowth 123rd year of Ascendancy at 22:45 see stats
Poisonous
Sided with the assassin lord.By Freda the Halfling Rogue level 24
52nd Pyre 123rd year of Ascendancy at 06:13 see stats
Size matters
Did over 600 damage in one attack.By Freda the Halfling Rogue level 23
19th Pyre 123rd year of Ascendancy at 17:38 see stats
The Arena
Unlocked Arena mode.By Freda the Halfling Rogue level 5
78th Pyre 122nd year of Ascendancy at 09:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Freda the Halfling Rogue level 21
37th Regrowth 123rd year of Ascendancy at 13:14 see stats
The secret city
Discovered the truth about mages.By Freda the Halfling Rogue level 23
78th Regrowth 123rd year of Ascendancy at 23:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Freda the Halfling Rogue level 21
37th Regrowth 123rd year of Ascendancy at 00:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Freda the Halfling Rogue level 20
19th Regrowth 123rd year of Ascendancy at 04:47 see stats
Log
Today is the 56th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
You don't see how to get there...
Today is the 57th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 58th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
You don't see how to get there...
Today is the 59th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Ran for 3 turns (stop reason: hostile spotted to the east (adventurers party)).
Today is the 60th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 61st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 62nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 63rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
There is a Door to an old Conclave vault here (press '' or right click to use).
There is a Door to an old Conclave vault here (press '' or right click to use).
There is an exit to the worldmap (necrotic air) here (press '' or right click to use).
Saving game...
Saving done.
Freda activates Stealth.
Freda uses Trap Mastery.
starting trap selection dialog
No changes to trap preparation.































































































































