










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official 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 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.6.7Official 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Blood Mage |
Level / Exp | 29 / 68% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 7 on the 78th Pyre 122nd year of Ascendancy at 13:54 / 104Killed by elven blood mage at level 7 on the 78th Pyre 122nd year of Ascendancy at 14:14 Killed by elven blood mage at level 7 on the 78th Pyre 122nd year of Ascendancy at 15:56 Killed by elven blood mage at level 7 on the 78th Pyre 122nd year of Ascendancy at 16:10 Killed by naga myrmidon at level 14 on the 3rd Flare 122nd year of Ascendancy at 07:36 Killed by naga myrmidon at level 14 on the 3rd Flare 122nd year of Ascendancy at 07:51 Killed by naga myrmidon at level 14 on the 3rd Flare 122nd year of Ascendancy at 08:08 Killed by naga psyren at level 14 on the 3rd Flare 122nd year of Ascendancy at 08:29 Killed by naga myrmidon at level 14 on the 3rd Flare 122nd year of Ascendancy at 08:45 Killed by naga myrmidon at level 14 on the 3rd Flare 122nd year of Ascendancy at 08:58 Killed by Bludy at level 14 on the 3rd Flare 122nd year of Ascendancy at 21:05 Killed by boiling horror at level 14 on the 4th Flare 122nd year of Ascendancy at 06:42 Killed by Weirdling Beast at level 14 on the 4th Flare 122nd year of Ascendancy at 11:39 Killed by Weirdling Beast at level 14 on the 4th Flare 122nd year of Ascendancy at 12:52 Killed by Amenhro the giant at level 16 on the 4th Dusk 122nd year of Ascendancy at 05:40 Killed by Rshildo the thalore at level 16 on the 4th Dusk 122nd year of Ascendancy at 05:47 Killed by Rshildo the thalore at level 16 on the 4th Dusk 122nd year of Ascendancy at 06:04 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 13:50 Killed by Layythra the master vampire at level 16 on the 19th Dusk 122nd year of Ascendancy at 14:00 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 14:22 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 14:36 Killed by multi-hued drake hatchling at level 16 on the 19th Dusk 122nd year of Ascendancy at 14:53 Killed by Layythra the master vampire at level 16 on the 19th Dusk 122nd year of Ascendancy at 15:11 Killed by multi-hued drake hatchling at level 16 on the 19th Dusk 122nd year of Ascendancy at 15:33 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 15:52 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 16:14 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 17:17 Killed by multi-hued drake hatchling at level 16 on the 19th Dusk 122nd year of Ascendancy at 18:10 Killed by Aletta Soultorn at level 16 on the 19th Dusk 122nd year of Ascendancy at 18:46 Killed by armoured skeleton warrior at level 17 on the 20th Dusk 122nd year of Ascendancy at 00:14 Killed by Eilinamira the banshee at level 17 on the 21st Dusk 122nd year of Ascendancy at 11:13 Killed by skeleton magus at level 17 on the 21st Dusk 122nd year of Ascendancy at 16:32 Killed by Isumina the luminous horror at level 18 on the 22nd Dusk 122nd year of Ascendancy at 02:23 Killed by Isumina the luminous horror at level 18 on the 22nd Dusk 122nd year of Ascendancy at 02:40 Killed by poison spore at level 18 on the 22nd Dusk 122nd year of Ascendancy at 08:52 Killed by poison spore at level 18 on the 22nd Dusk 122nd year of Ascendancy at 11:37 Killed by elder vampire at level 18 on the 23rd Dusk 122nd year of Ascendancy at 01:41 Killed by The Master at level 18 on the 23rd Dusk 122nd year of Ascendancy at 03:16 Killed by skeleton master archer at level 18 on the 23rd Dusk 122nd year of Ascendancy at 03:41 Killed by The Master at level 18 on the 23rd Dusk 122nd year of Ascendancy at 04:53 Killed by The Master at level 18 on the 23rd Dusk 122nd year of Ascendancy at 06:07 Killed by Ganasgor the Bringer of Doom at level 20 on the 35th Dusk 122nd year of Ascendancy at 18:44 Killed by Elatta the stone troll at level 21 on the 36th Dusk 122nd year of Ascendancy at 17:23 Killed by Golbug the Destroyer at level 21 on the 37th Dusk 122nd year of Ascendancy at 12:38 Killed by Golbug the Destroyer at level 21 on the 37th Dusk 122nd year of Ascendancy at 13:20 Killed by worm that walks at level 23 on the 38th Dusk 122nd year of Ascendancy at 12:15 Killed by worm that walks at level 23 on the 38th Dusk 122nd year of Ascendancy at 12:35 Killed by worm that walks at level 23 on the 38th Dusk 122nd year of Ascendancy at 13:54 Killed by worm that walks at level 23 on the 38th Dusk 122nd year of Ascendancy at 14:12 Killed by worm that walks at level 23 on the 38th Dusk 122nd year of Ascendancy at 14:30 Killed by faerlhing at level 24 on the 65th Dusk 122nd year of Ascendancy at 15:11 Killed by Lisida the brown bear at level 24 on the 65th Dusk 122nd year of Ascendancy at 19:01 Killed by fiery orc wyrmic at level 24 on the 60th Haze 122nd year of Ascendancy at 21:28 Killed by orc high pyromancer at level 24 on the 61st Haze 122nd year of Ascendancy at 16:46 Killed by orc high pyromancer at level 24 on the 61st Haze 122nd year of Ascendancy at 17:30 Killed by orc pyromancer at level 24 on the 61st Haze 122nd year of Ascendancy at 18:13 Killed by orc high pyromancer at level 25 on the 61st Haze 122nd year of Ascendancy at 20:05 Killed by Bludy at level 25 on the 62nd Haze 122nd year of Ascendancy at 00:26 Killed by orc high pyromancer at level 25 on the 62nd Haze 122nd year of Ascendancy at 01:06 Killed by orc high pyromancer at level 25 on the 62nd Haze 122nd year of Ascendancy at 01:16 Killed by orc high pyromancer at level 25 on the 62nd Haze 122nd year of Ascendancy at 01:43 Killed by orc cryomancer at level 25 on the 62nd Haze 122nd year of Ascendancy at 05:45 Killed by Bludy at level 25 on the 62nd Haze 122nd year of Ascendancy at 07:26 Killed by Bludy at level 25 on the 62nd Haze 122nd year of Ascendancy at 08:12 Killed by Bludy at level 25 on the 62nd Haze 122nd year of Ascendancy at 08:37 Killed by poison spore at level 25 on the 62nd Haze 122nd year of Ascendancy at 10:22 Killed by poison spore at level 25 on the 62nd Haze 122nd year of Ascendancy at 11:14 Killed by orc high pyromancer at level 25 on the 62nd Haze 122nd year of Ascendancy at 16:48 Killed by multi-hued drake at level 25 on the 62nd Haze 122nd year of Ascendancy at 22:17 Killed by overpowered greater multi-hued wyrm at level 25 on the 62nd Haze 122nd year of Ascendancy at 22:44 Killed by overpowered greater multi-hued wyrm at level 25 on the 62nd Haze 122nd year of Ascendancy at 23:15 Killed by overpowered greater multi-hued wyrm at level 25 on the 62nd Haze 122nd year of Ascendancy at 23:50 Killed by overpowered greater multi-hued wyrm at level 25 on the 63rd Haze 122nd year of Ascendancy at 00:17 Killed by overpowered greater multi-hued wyrm at level 25 on the 63rd Haze 122nd year of Ascendancy at 00:28 Killed by overpowered greater multi-hued wyrm at level 26 on the 63rd Haze 122nd year of Ascendancy at 00:43 Killed by overpowered greater multi-hued wyrm at level 26 on the 63rd Haze 122nd year of Ascendancy at 02:09 Killed by overpowered greater multi-hued wyrm at level 26 on the 63rd Haze 122nd year of Ascendancy at 02:39 Killed by overpowered greater multi-hued wyrm at level 27 on the 63rd Haze 122nd year of Ascendancy at 02:47 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 03:22 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 03:54 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 04:29 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 06:16 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 08:06 Killed by overpowered greater multi-hued wyrm at level 28 on the 63rd Haze 122nd year of Ascendancy at 08:18 Killed by poison spore at level 29 on the 63rd Haze 122nd year of Ascendancy at 10:28 Killed by orc high pyromancer at level 29 on the 63rd Haze 122nd year of Ascendancy at 14:21 Killed by orc high pyromancer at level 29 on the 63rd Haze 122nd year of Ascendancy at 14:58 Killed by orc high pyromancer at level 29 on the 63rd Haze 122nd year of Ascendancy at 16:18 Killed by poison spore at level 29 on the 63rd Haze 122nd year of Ascendancy at 17:39 Killed by poison spore at level 29 on the 63rd Haze 122nd year of Ascendancy at 18:01 Killed by Lisessra the ink squid at level 29 on the 7th Decay 122nd year of Ascendancy at 19:13 Killed by orc grand master assassin at level 29 on the 10th Allure 123rd year of Ascendancy at 05:12 Killed by fiery orc wyrmic at level 29 on the 10th Allure 123rd year of Ascendancy at 06:51 Killed by stone golem at level 29 on the 10th Allure 123rd year of Ascendancy at 07:09 Killed by giant spider at level 29 on the 10th Allure 123rd year of Ascendancy at 07:56 Killed by giant spider at level 29 on the 10th Allure 123rd year of Ascendancy at 08:37 Killed by orc summoner at level 29 on the 10th Allure 123rd year of Ascendancy at 08:52 Killed by orc fighter at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 10:05 Killed by Combat Trainer Adylravea at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 12:00 Killed by Combat Trainer Adylravea at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 12:25 Killed by orc elite fighter at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 13:24 Killed by Bludy at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 14:17 Killed by orc elite berserker at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 15:18 Killed by orc elite berserker at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 15:57 |
Primary Stats
Strength | 44 (base 17) |
Dexterity | 48 (base 10) |
Constitution | 76.482048821305 (base 49) |
Magic | 96 (base 60) |
Willpower | 22 (base 10) |
Cunning | 39 (base 10) |
Resources
Life | 945/945 |
Vim | 6/6 |
Healing Factor | 1.4045855416604 |
Regeneration | 0.3511463854151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 5 |
Infravision | 1 |
See Invisible | 10 |
Offense: Mainhand
Damage | 71 |
Accuracy | 36 |
Crit Chance | 25% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +15% |
Cold | +67% |
Arcane | +20% |
Fire | +23% |
All | 0% |
Offense: Damage Penetration
Lightning | +35% |
Fire | +20% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 45 |
Ranged Defense | 51 |
Fatigue | 19 |
Physical Save | 43 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 30%( 70%) |
Light | + 18%( 70%) |
Nature | + 14%( 70%) |
Darkness | + 28%( 80%) |
Cold | + 44%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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 magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Trauma | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Pyre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Corruption / Blood spear | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Corruption / Blood magic | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Blood Spear |
talent | Dark Ritual |
talent | Bone Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | 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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.04 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% cold Changes damage: +3% fire / +12% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Mag Spellpower: +8 (+2 eff.) Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 100% Mag, 20% Con Damage type: Fire Mastery: Blood Spear Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +3 Changes stats: +4 Cun / +5 Dex Changes resistances: +12% lightning Changes resistances penetration: +20% lightning / +20% fire Mindpower: +15 (+7 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex / +5 Mag / +5 Wil / +5 Cun Physical save: +6 (+2 eff.) Maximum life: +34.00 A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +12 (+4 eff.) Changes resistances: +15% lightning / +16% cold Changes resistances penetration: +15% lightning / +25% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to 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..." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution 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. |
![]() shielding rune (absorb 50; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the warrior (absorb 472; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 472 damage for 5 turns. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Con Spell save: +6 (+2 eff.) Equilibrium when hit: +0.20 Mindpower: +10 (+5 eff.) Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 6 light / 9 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 18% * 7% chance to blind Changes stats: +3 Dex / +4 Cun / +3 Con Changes damage: +5% light / +10% darkness Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
![]() stralite dagger 'Starspitter' (30.5-39.65 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +24 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +13.0% Changes resistances: +6% light Changes resistances penetration: +10% temporal Critical mult.: +26.00% Light radius: +3 Sharp, short and deadly. |
![]() voratun greatmaul of enduring (63.5-95.25 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Con / +13 Wil Maximum life: +82.00 Massive two-handed mauls. |
![]() caustic voratun greatsword (62.5-100 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +24 nature When wielded/worn: Armour penetration: +14 Changes resistances penetration: +19% acid / +19% nature Massive two-handed swords. |
![]() flaming stralite longsword of vileness (34.5-48.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +9 blight Damage (radius 1) on hit: +13 fire Sharp, long, and deadly. |
![]() Durytorain Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +34 acid When wielded/worn: Effects on ranged hit: * 20% chance to reduce armor by 37% Changes resistances: +21% cold Changes damage: +15% acid / +21% arcane Reduces incoming crit damage: 15.00% Life regen: +4.00 Slings are used to hurl stones or metal shots at your foes. |
![]() ethereal elven-wood magestaff of might (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +16 (+5 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +17 (+5 eff.) Spell crit. chance: +10% Damage Shield penetration: +18% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +3 Mag / +3 Wil Maximum wards: +2 lightning / +2 cold / +2 arcane / +2 fire Changes damage: +22% lightning / +22% cold / +22% arcane / +22% fire Talents granted: +3 Ward +1 Command Staff Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() acidic orite trident of paradox (43.5-69.6 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Damage (Melee): +13 temporal When wielded/worn: Changes resistances: +21% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +4 Dex / +4 Cun / +1 Con / +8 Lck Changes resistances penetration: +15% physical Critical mult.: +10.00% Trap disarming bonus: +8 Stealth bonus: +8 Mental crit. chance: +4% Infravision radius: +4 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +1 Con Changes resistances: +6% nature / +3% fire Critical mult.: +10.00% Physical 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 28.27 to 35.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes stats: +5 Dex / +2 Wil / +4 Cun Changes resistances: +6% acid Changes damage: +4% acid / +6% mind Critical mult.: +5.00% Psi when hit: +0.04 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 fire Changes stats: +3 Str / +2 Dex / +4 Cun / +8 Con Changes resistances: -22% light Changes damage: +15% fire Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid / +6% blight / +3% nature / +6% mind / +3% lightning Changes resistances penetration: +5% fire Changes damage: +6% fire Mental save: +12 (+6 eff.) Life regen: +3.00 Maximum life: +31.00 Healing mod.: +13% A suit of armour made of mail. |
![]() fortifying stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +27% lightning Maximum life: +66.00 A suit of armour made of mail. |
![]() searing dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +13% acid / +18% fire Life regen: +4.00 Maximum life: +45.00 Healing mod.: +13% A suit of armour made of mail. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 7 fire Changes resistances: +5% acid / +17% fire / +10% cold / +16% physical Allows you to breathe in: water A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Str / +4 Con Life regen: +5.00 Maximum life: +78.00 Healing mod.: +14% A suit of armour made of metal plates. |
![]() swashbuckler's dwarven-steel shield (0 def, 6 armour, 73 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +7 Str / +4 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature / +9% fire Changes damage: +5% nature Poison immunity: +10% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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. |
![]() 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 584.00 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Mental save: +12 (+6 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Mindpower: +20 (+9 eff.) It can be used to create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 82. * Gain a 20% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bludy the Shalore Blood Mage level 19
25th Dusk 122nd year of Ascendancy at 18:09 see stats
By Bludy the Shalore Blood Mage level 24
66th Dusk 122nd year of Ascendancy at 06:27 see stats
By Bludy the Shalore Blood Mage level 25
62nd Haze 122nd year of Ascendancy at 22:11 see stats
By Bludy the Shalore Blood Mage level 23
45th Dusk 122nd year of Ascendancy at 14:09 see stats
By Bludy the Shalore Blood Mage level 20
35th Dusk 122nd year of Ascendancy at 18:50 see stats
By Bludy the Shalore Blood Mage level 21
37th Dusk 122nd year of Ascendancy at 14:04 see stats
By Bludy the Shalore Blood Mage level 23
64th Dusk 122nd year of Ascendancy at 15:14 see stats
By Bludy the Shalore Blood Mage level 18
22nd Dusk 122nd year of Ascendancy at 05:32 see stats
By Bludy the Shalore Blood Mage level 29
63rd Haze 122nd year of Ascendancy at 10:09 see stats
By Bludy the Shalore Blood Mage level 10
10th Mirth 122nd year of Ascendancy at 15:30 see stats
By Bludy the Shalore Blood Mage level 20
34th Dusk 122nd year of Ascendancy at 03:19 see stats
By Bludy the Shalore Blood Mage level 29
2nd Regrowth 123rd year of Ascendancy at 11:24 see stats
By Bludy the Shalore Blood Mage level 22
37th Dusk 122nd year of Ascendancy at 15:51 see stats
By Bludy the Shalore Blood Mage level 17
21st Dusk 122nd year of Ascendancy at 05:19 see stats
By Bludy the Shalore Blood Mage level 18
23rd Dusk 122nd year of Ascendancy at 06:44 see stats
Log
Orc elite berserker hits Bludy for 153 physical damage.
Bludy casts Blood Spray.
You collect a new ingredient: orc heart (1).
Bludy hits Orc elite berserker for 171 blight damage.
Bludy killed Orc elite berserker!
Bludy casts Soul Rot.
Bludy's spell attains critical power!
Talent Soul Rot is ready to use.
Talent Infusion: Wild is ready to use.
Resting starts...
Talent Blood Spray is ready to use.
Bludy regains balance.
Bludy is no longer surging arcane power.
Rested for 144 turns (stop reason: all resources and life at maximum).
Bludy picks up (r.): acidic orite trident of paradox (43.5-69.6 power, 13 apr).
Lore found: The Legend of Garkul
You can read all your collected lore in the game menu, by pressing Escape.
You do not have enough uncommitted Vim to activate Blood Fury.
Bludy activates Dark Ritual.
Bludy deactivates Blood Spear.
Bludy deactivates Dark Ritual.
Bludy deactivates Bone Shield.