
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Doomelf |
| Class | Archmage |
| Level / Exp | 37 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by investigator at level 3 on the 77th Pyre 122nd year of Ascendancy at 14:07 / 8Killed by Subject Z at level 18 on the 41st Pyre 123rd year of Ascendancy at 21:11 Killed by Aralrana the large white snake at level 21 on the 76th Pyre 123rd year of Ascendancy at 09:23 Killed by ritch flamespitter at level 28 on the 12nd Regrowth 124th year of Ascendancy at 23:57 Killed by Archy at level 29 on the 30th Regrowth 124th year of Ascendancy at 05:41 Killed by ziguranth summoner at level 29 on the 30th Regrowth 124th year of Ascendancy at 07:54 Killed by Isulaith the brittle clear ooze at level 32 on the 3rd Flare 124th year of Ascendancy at 21:53 Killed by Emelothra the skeleton archer at level 32 on the 20th Dusk 124th year of Ascendancy at 15:35 |
Primary Stats
| Strength | 65 (base 23) |
| Dexterity | 19 (base 10) |
| Constitution | 57 (base 28) |
| Magic | 78 (base 60) |
| Willpower | 50 (base 35) |
| Cunning | 17 (base 11) |
Resources
| Life | 850/850 |
| Mana | 340/340 |
| Equilibrium | 0 |
| Positive | 0/187 |
| Healing Factor | 1.15 |
| Regeneration | 6.8425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 16 |
| See Invisible | 23 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 15 |
| Crit Chance | 15% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 58.13060775165 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.9 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 82 (100%) |
| Defense | 33.075 |
| Ranged Defense | 43.299510824922 |
| Fatigue | 59 |
| Physical Save | 32.85 |
| Spell Save | 45.6 |
| Mental Save | 31.225 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 518 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1156% over 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 490 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Spell / Storm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Hurricane |
| talent | Tempest |
| talent | Arcane Power |
| talent | Corruption of the Doomed |
| talent | Premonition |
| talent | Shielding |
| talent | Feather Wind |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 135. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed ice wyrm tooth. * You've found the needed pouch of bone giant dust. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed faerlhing fang. * You've found the needed bear paw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of squid ink. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. Press to compare |
| Light source | Islumina IsluminaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +3 Con Changes resistances: +11% blight / +5% arcane Changes resistances penetration: +5% arcane Mental save: +11 (+6 eff.) Life regen: +4.40 Light radius: +8 See stealth: +16 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Anedunandur (0 def, 4 armour) =11 str / dex + more misc= Anedunandur (0 def, 4 armour) =11 str / dex + more misc=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +11 Str / +11 Dex / +2 Mag Changes resistances: +13% darkness / +9% blight Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| On hands | heroic dwarven-steel gauntlets of dispersion (0 def, 7 armour) heroic dwarven-steel gauntlets of dispersion (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage (Melee): 8 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +6% arcane Mental save: +8 (+4 eff.) Maximum life: +49.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Tool | Cuthigas the elven-wood totem of cure ailments [power 2] (8 cooldown) Cuthigas the elven-wood totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes damage: +9% blight Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws Spell save: +25 (+8 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
| On fingers | conjurer's stralite ring of life conjurer's stralite ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +6 Wil Life regen: +1.30 Maximum life: +47.00 Spellpower: +9 (+3 eff.) Healing mod.: +15% Rings can have magical properties. Press to compare |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +12 (+6 eff.) Fatigue: -8% Changes stats: +5 Str / +3 Dex / +6 Cun / +8 Con Changes resistances: +5% arcane Maximum encumbrance: +28 Physical save: +3 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +10.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. Press to compare |
| Around neck | Spellblaze Echoes =PBAOE + Wall Dest= Spellblaze Echoes =PBAOE + Wall Dest=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 556.60 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze Press to compare |
| In main hand | Wintertide (148% power, 10 apr) =25% cold resist= Wintertide (148% power, 10 apr) =25% cold resist=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 71.82 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Press to compare |
| Around waist | hardened leather belt 'Hanubers' hardened leather belt 'Hanubers'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 12 physical Changes stats: +1 Str Stamina each turn: +0.20 Maximum life: +98.00 Maximum mana: +46.00 Maximum stamina: +30.00 Maximum hate: +13.00 Maximum psi: +28.00 Maximum vim: +22.00 Maximum pos.energy: +29.00 Maximum neg.energy: +28.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. Press to compare |
| In off hand | Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. Press to compare |
| Cloak | spellcowled cashmere cloak of conjuring (2 def, 0 armour) spellcowled cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances penetration: +6% arcane Changes damage: +5% arcane Critical mult.: +17.00% Spell save: +7 (+2 eff.) Maximum mana: +87.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | fortifying stralite plate armour of the dragon (7 def, 13 armour) fortifying stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +11% acid / +9% physical / +8% fire / +9% lightning / +9% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +34% Knockback immunity: +27% Maximum life: +82.00 A suit of armour made of metal plates. Press to compare |
Inventory
Elixir of Avoidance Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the titan (+13 for 8 turns, die at -508) heroism infusion of the titan (+13 for 8 turns, die at -508)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -508 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 ability. |
heroism infusion of the wizard (+15 for 7 turns, die at -804) heroism infusion of the wizard (+15 for 7 turns, die at -804)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 7 turns. While Heroism is active, you will only die when reaching -804 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 ability. |
manasurge rune of the sneak (757% regen over 10 turns; 38 instant mana) manasurge rune of the sneak (757% regen over 10 turns; 38 instant mana)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 757% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 ability. Press to compare |
shielding rune (absorb 301 for 5 turns) shielding rune (absorb 301 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 301 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 ability. Press to compare |
shielding rune of the warrior (absorb 451 for 4 turns) shielding rune of the warrior (absorb 451 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 451 damage for 4 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 ability. Press to compare |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns) Rune of the Rift (350.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 350.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet of mastery (0.10 Spell / Aegis) grounding copper amulet of mastery (0.10 Spell / Aegis)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Spell / Aegis Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. Press to compare |
Choker of Dread =Blind Immune, Summ Vamp= Choker of Dread =Blind Immune, Summ Vamp=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 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. Press to compare |
insulating gold amulet of strength (+3) =13 Cold / Fire Resist= insulating gold amulet of strength (+3) =13 Cold / Fire Resist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% fire / +16% cold Amulets can have magical properties. Press to compare |
serendipitous gold amulet =+10 Def= serendipitous gold amulet =+10 Def=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 13% Amulets can have magical properties. Press to compare |
Darkking the stralite amulet Darkking the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +5% arcane / +12% physical Changes resistances penetration: +15% arcane Changes damage: +6% darkness Stamina each turn: +1.00 Amulets can have magical properties. Press to compare |
Haladur HaladurCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Physical save: +21 (+9 eff.) Spell save: +16 (+5 eff.) Mental save: +28 (+12 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) Amulets can have magical properties. Press to compare |
Unflinching Eye =Blind Immune= Unflinching Eye =Blind Immune=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. Press to compare |
grounding stralite amulet of mastery (0.31 Spell / Storm) =17 Lightning Res, .3 strm= grounding stralite amulet of mastery (0.31 Spell / Storm) =17 Lightning Res, .3 strm=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% lightning Talent mastery: +0.31 Spell / Storm Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
copper ring of light (+22%) =22 Light Resist= copper ring of light (+22%) =22 Light Resist=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. Press to compare |
titan's copper ring of lightning (+20%) =20 Lightning Res= titan's copper ring of lightning (+20%) =20 Lightning Res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+3 eff.) Rings can have magical properties. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.57 cold and 16.84 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. Press to compare |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. Press to compare |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. Press to compare |
Growthcut GrowthcutCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% nature Changes resistances penetration: +10% mind Changes damage: +6% mind Stun/Freeze immunity: +36% Life regen: +2.60 Rings can have magical properties. Press to compare |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. Press to compare |
Belumira BelumiraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +9 Cun Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Stun/Freeze immunity: +20% Life regen: +1.20 Equilibrium when hit: +0.08 Spellpower: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. Press to compare |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +14% acid / +22% fire / +12% lightning / +22% cold Rings can have magical properties. Press to compare |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +7 Cun / +6 Dex Life regen: +1.30 Maximum life: +74.00 Healing mod.: +17% Rings can have magical properties. Press to compare |
wizard's stralite ring of clarity wizard's stralite ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Spell save: +14 (+5 eff.) Mental save: +9 (+4 eff.) Confusion immunity: +32% Rings can have magical properties. Press to compare |
wizard's stralite ring of life wizard's stralite ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+3 eff.) Life regen: +0.90 Maximum life: +44.00 Healing mod.: +22% Rings can have magical properties. Press to compare |
Spelldrinker (132% power, 8 apr) ==12% Arcane Resist= Spelldrinker (132% power, 8 apr) ==12% Arcane Resist=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Press to compare |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+8 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. Press to compare |
Quiver of the Sun (23/25, 142% power, 15 apr) Quiver of the Sun (23/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Blazeripper the dwarven-steel shield (15 def, 2 armour, 77.5 block) =26% Cold resist= Blazeripper the dwarven-steel shield (15 def, 2 armour, 77.5 block) =26% Cold resist=Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +7% acid / +8% fire / +7% lightning / +26% cold Changes resistances penetration: +10% light Talent granted: +3 Block Physical save: +6 (+3 eff.) Disease immunity: +30% Stun/Freeze immunity: +5% Deflect projectiles away: +7% Handheld deflection devices. Press to compare |
Brandpower the elven-silk robe (5 def, 0 armour) =87 life, 242% blight res= Brandpower the elven-silk robe (5 def, 0 armour) =87 life, 242% blight res=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +19% lightning / +6% fire / +3% darkness / +24% blight Changes damage: +13% lightning / +15% fire Mental save: +21 (+10 eff.) Life regen: +3.20 Maximum life: +87.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Gleriata (3 def, 11 armour) =+108 life= Gleriata (3 def, 11 armour) =+108 life=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +18% physical Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +106.00 Maximum vim: +10.00 Healing mod.: +34% Damage Shield penetration: +30% A suit of armour made of leather. This item has been sent to the Item's Vault. Press to compare |
The Untouchable (14 def, 12 armour) =Dam Shield When Hit Hard= The Untouchable (14 def, 12 armour) =Dam Shield When Hit Hard=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun 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. Press to compare |
miasmic reinforced leather armour of acid resistance (4 def, 7 armour) =38% Acid Resist= miasmic reinforced leather armour of acid resistance (4 def, 7 armour) =38% Acid Resist=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +8 Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 9 acid Damage (Ranged): 8 acid Changes resistances: +38% acid / +10% nature A suit of armour made of leather. Press to compare |
Arorita the hardened leather belt Arorita the hardened leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+8 eff.) Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +12% temporal Reduced damage from: +23% Summoned Trap disarming bonus: +13 Stealth bonus: +18 Equilibrium when hit: +0.16 Maximum hate: +4.00 Mental crit. chance: +2% Infravision radius: +3 A belt that goes around your waist. Press to compare |
blurring hardened leather belt blurring hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Stealth bonus: +8 A belt that goes around your waist. Press to compare |
insulating hardened leather belt of burglary insulating hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +6% fire / +10% cold Trap disarming bonus: +14 Stealth bonus: +10 Infravision radius: +4 A belt that goes around your waist. Press to compare |
nightruned hardened leather belt of magery nightruned hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +8% light / +8% darkness Spell crit. chance: +4% A belt that goes around your waist. Press to compare |
Destala's Scales (10 def, 0 armour) =Wyrmling= Destala's Scales (10 def, 0 armour) =Wyrmling=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. Press to compare |
Morningblast (2 def, 0 armour) Morningblast (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +2 Dex / +4 Wil / +7 Cun Changes damage: +9% mind Maximum life: +35.00 Mental crit. chance: +6% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Shinequeen (2 def, 7 armour) =12 light. 19 cold res= Shinequeen (2 def, 7 armour) =12 light. 19 cold res=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 light Changes resistances: +12% light / +19% cold Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
heroic dwarven-steel gauntlets of sorrow (0 def, 7 armour) =All around -38% dam= heroic dwarven-steel gauntlets of sorrow (0 def, 7 armour) =All around -38% dam=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 mind / 10 darkness Mental save: -4 (-2 eff.) Maximum life: +47.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 108.72 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. Press to compare |
5 agate 5 agate0.00 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
5 ametrine 5 ametrine0.00 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 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. |
14 aquamarine 14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 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. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 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. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 garnet 18 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz 12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
285 alchemist agate 285 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Press to compare |
alchemist's lamp 'Stormravage' =10 lightning dam, 7 vis = alchemist's lamp 'Stormravage' =10 lightning dam, 7 vis =Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +5% blight Changes damage: +9% blight / +15% lightning Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
preserving alchemist's lamp of health preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +8% blight Life regen: +2.30 Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial =30 Light Res= Summertide Phial =30 Light Res=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (107 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Rungof's Fang =ARP on carry!= Rungof's Fang =ARP on carry!=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
Eye of the Dreaming One =Prot Sleep, +will= Eye of the Dreaming One =Prot Sleep, +will=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 21% 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. Press to compare |
Prox's Lucky Halfling Foot =25% rem stun / pin / daze= Prox's Lucky Halfling Foot =25% rem stun / pin / daze=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Gwai's Burninator =Very Nice Poke= Gwai's Burninator =Very Nice Poke=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 456.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
telekinetic stralite torque of clear mind [power 4] (10 cooldown) telekinetic stralite torque of clear mind [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Radiancefear the yew totem of cure ailments [power 3] (10 cooldown) Radiancefear the yew totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% acid Maximum wards: +4 acid / +3 nature / +3 light Changes damage: +15% acid Talent granted: +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
void yew wand of conjuration [power 217] (10 cooldown) =Great for low mana= void yew wand of conjuration [power 217] (10 cooldown) =Great for low mana=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to fire a bolt of a random element (dam 108-217), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
warded yew wand of conjuration [power 229] (10 cooldown) warded yew wand of conjuration [power 229] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 114-229), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
warded elven-wood wand of conjuration [power 313] (10 cooldown) =WARDS, free 1 poke= warded elven-wood wand of conjuration [power 313] (10 cooldown) =WARDS, free 1 poke=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 lightning / +3 temporal / +2 blight / +4 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 156-313), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Archy the Doomelf Archmage level 36
19th Haze 124th year of Ascendancy at 09:28 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Archy the Doomelf Archmage level 35
53rd Dusk 124th year of Ascendancy at 00:30 see stats
Ay ay captain! (Exploration mode)
Turn into a pirate!By Archy the Doomelf Archmage level 25
10th Haze 123rd year of Ascendancy at 18:23 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Archy the Doomelf Archmage level 11
30th Dusk 122nd year of Ascendancy at 23:38 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Archy the Doomelf Archmage level 15
9th Pyre 123rd year of Ascendancy at 16:24 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Archy the Doomelf Archmage level 24
1st Dusk 123rd year of Ascendancy at 17:41 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Archy the Doomelf Archmage level 37
25th Haze 124th year of Ascendancy at 20:40 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Archy the Doomelf Archmage level 36
22nd Haze 124th year of Ascendancy at 07:24 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Archy the Doomelf Archmage level 5
78th Pyre 122nd year of Ascendancy at 07:22 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Archy the Doomelf Archmage level 21
76th Pyre 123rd year of Ascendancy at 16:46 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Archy the Doomelf Archmage level 10
15th Dusk 122nd year of Ascendancy at 21:45 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Archy the Doomelf Archmage level 20
52nd Pyre 123rd year of Ascendancy at 22:23 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Archy the Doomelf Archmage level 30
49th Regrowth 124th year of Ascendancy at 01:24 see stats
Once bitten, twice shy (Exploration mode)
Escaped the Anteroom of Agony.By Archy the Doomelf Archmage level 21
57th Pyre 123rd year of Ascendancy at 16:56 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Archy the Doomelf Archmage level 12
66th Dusk 122nd year of Ascendancy at 20:23 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Archy the Doomelf Archmage level 25
8th Dusk 123rd year of Ascendancy at 13:34 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Archy the Doomelf Archmage level 27
8th Allure 124th year of Ascendancy at 01:25 see stats
Slimefest (Exploration mode)
Have 100 walls on the sludgenest turn into hostile creatures.By Archy the Doomelf Archmage level 32
4th Flare 124th year of Ascendancy at 16:53 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Archy the Doomelf Archmage level 15
9th Pyre 123rd year of Ascendancy at 22:29 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Archy the Doomelf Archmage level 13
23rd Haze 122nd year of Ascendancy at 14:54 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Archy the Doomelf Archmage level 17
30th Pyre 123rd year of Ascendancy at 05:12 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Archy the Doomelf Archmage level 31
72nd Regrowth 124th year of Ascendancy at 23:54 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Archy the Doomelf Archmage level 24
2nd Dusk 123rd year of Ascendancy at 06:56 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Archy the Doomelf Archmage level 35
51st Dusk 124th year of Ascendancy at 19:27 see stats
Log
You gain 3.89 gold from the transmogrification of deflecting stralite shield of resistance (20 def, 2 armour, 144.5 block).
You gain 4.99 gold from the transmogrification of crackling dwarven-steel shield (8 def, 2 armour, 80 block).
You gain 2.91 gold from the transmogrification of quiver of elven-wood arrows of warping (24/24, 154% power, 14 apr).
You gain 0.75 gold from the transmogrification of quiver of elven-wood arrows (17/17, 154% power, 14 apr).
You gain 6.92 gold from the transmogrification of glacial yew longbow of true flight.
You gain 5.56 gold from the transmogrification of plaguebringer's stralite waraxe (135% power, 5 apr).
You gain 8.39 gold from the transmogrification of elemental stralite waraxe of ruin (139% power, 5 apr).
You gain 9.45 gold from the transmogrification of Duskbolt the stralite waraxe (145% power, 5 apr).
You gain 2.73 gold from the transmogrification of chilling dwarven-steel waraxe of projection (121% power, 4 apr).
You gain 3.79 gold from the transmogrification of stralite greatsword of nature (159% power, 3 apr).
You gain 12.08 gold from the transmogrification of Beodil the dwarven-steel greatsword (139% power, 2 apr).
You gain 5.94 gold from the transmogrification of hateful stralite battleaxe of disruption (153% power, 3 apr).
You gain 0.00 gold from the transmogrification of Crude Iron Battle Axe of Kroll (180% power, 7 apr).
You gain 9.20 gold from the transmogrification of infernal elven-wood starstaff of projection (129% power, 5 apr, darkness element).
You gain 6.52 gold from the transmogrification of blighted elven-wood magestaff of might (129% power, 5 apr, cold element).
You gain 6.75 gold from the transmogrification of treant's stralite ring of pilfering.
You gain 0.50 gold from the transmogrification of stralite ring.
You gain 3.95 gold from the transmogrification of stabilizing stralite amulet of cunning (+6).
You gain 1.59 gold from the transmogrification of heat beam rune (118 fire damage).
You gain 1.70 gold from the transmogrification of insidious poison infusion (14 nature damage, 45% healing reduction).
You gain 1.00 gold from the transmogrification of wild infusion (resist 19%; cure physical).
You gain 1.25 gold from the transmogrification of regeneration infusion (heal 252 over 5 turns).
There is a previous level here (press '' or right click to use).
Archy deactivates Shielding.
Archy deactivates Hurricane.
Archy deactivates Tempest.
Archy deactivates Feather Wind.
Archy deactivates Premonition.
Archy deactivates Arcane Power.
Archy deactivates Corruption of the Doomed.
