Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Reaver |
Level / Exp | 24 / 60% |
Size | big |
Lifes / Deaths | Killed by Velotha the wolf at level 7 on the 2nd Mirth 122nd year of Ascendancy at 12:22 1 / 5Killed by Siluba the forest troll at level 8 on the 3rd Mirth 122nd year of Ascendancy at 06:36 Killed by Siluba the forest troll at level 8 on the 3rd Mirth 122nd year of Ascendancy at 08:09 Killed by shadow at level 24 on the 28th Dusk 122nd year of Ascendancy at 21:54 Killed by Urkis, the High Tempest at level 24 on the 28th Dusk 122nd year of Ascendancy at 23:56 |
Primary Stats
Strength | 63 (base 44) |
Dexterity | 28 (base 11) |
Constitution | 27 (base 22) |
Magic | 52 (base 40) |
Willpower | 34 (base 12) |
Cunning | 30 (base 12) |
Resources
Life | 704/704 |
Vim | 232/232 |
Healing Factor | 1.11 |
Regeneration | 0.2775 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 84 |
Accuracy | 52 |
Crit Chance | 20% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 52 |
Crit Chance | 20% |
APR | 2 |
Speed | 0.90 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 21% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 35.92 (81.030927835052%) |
Defense | 20 |
Ranged Defense | 22 |
Fatigue | 22 |
Physical Save | 40 |
Spell Save | 40 |
Mental Save | 30 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 62% |
Bleed Resistance | 50% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Pinning Resistance | 24% |
Poison Resistance | 5% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Divination (at mastery 0.80). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Equipment
On feet | pair of iron boots 'Lisyba' (3 def, 8 armour) pair of iron boots 'Lisyba' (3 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Mag / +3 Wil Changes resistances: +3% physical Reduces incoming crit damage: 5.00% Poison immunity: +5% Confusion immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +6 (+3 eff.) Infravision radius: +2 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Elara' brass lantern 'Elara'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +6% light Damage affinity(heal): +5% light Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.55 light damage within radius 3. The damage done will increase with your Spellpower. 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 | Cyrovea the iron helm (0 def, 3 armour) Cyrovea the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +3 Wil Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% blight / +15% mind Changes damage: +3% arcane Critical mult.: +5.00% Mental save: +7 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Velomina' (2 def, 1 armour) iron gauntlets 'Velomina' (2 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 6 fire Changes stats: +3 Dex Changes resistances: +6% fire / +2% physical / +9% temporal Changes damage: +4% fire Physical save: +31 (+11 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Mental crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Isath the iron pickaxe (dig speed 8 turns) Isath the iron pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 4 arcane / 12 blight Changes stats: +1 Str / +2 Cun / +1 Mag Changes resistances penetration: +10% blight / +24% physical Changes damage: +9% arcane Maximum vim: +40.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Xydanor the copper ring Xydanor the copper ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% blight Changes damage: +15% blight / +6% arcane Spell save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +13.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Dairedrantir the Brightkiller Dairedrantir the BrightkillerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -5% Effects on melee hit: * 40% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 16 light Changes stats: +3 Cun Changes damage: +6% darkness Maximum encumbrance: +23 Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +26% Maximum life: +24.00 Rings can have magical properties. |
Around neck | copper amulet 'Sulfurrune' copper amulet 'Sulfurrune'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Str / +5 Dex / +8 Wil / +1 Cun Changes resistances: +3% nature Changes resistances penetration: +15% nature Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +6 (+3 eff.) Cut immunity: +50% Confusion immunity: +11% Mindpower: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 206 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | iron greatsword 'Yvussra' (17-27.2 power, 1 apr) iron greatsword 'Yvussra' (17-27.2 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +12 blight / +8 mind When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Str / +3 Mag / +3 Wil Changes damage: +10% physical Disease immunity: +18% Stamina when hit: +0.84 See invisible: +6 Massive two-handed swords. |
Around waist | Chamatir the Oozebreak Chamatir the OozebreakCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 4 nature / 4 blight Changes stats: +8 Cun / +8 Dex Changes resistances penetration: +5% blight / +10% arcane Changes damage: +3% blight Reduced damage from: +21% Summoned Critical mult.: +10.00% Mana each turn: +0.04 Spell crit. chance: +1% Mental crit. chance: +13% A belt that goes around your waist. |
In off hand | Xereselaith the iron waraxe (18-25.2 power, 2 apr) Xereselaith the iron waraxe (18-25.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 40% chance to disease Damage (Melee): +4 blight When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +2 Dex / +2 Con Changes resistances: +6% temporal Changes resistances penetration: +6% physical Changes damage: +6% temporal Disarm immunity: +14% One-handed war axes. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron plate armour 'Flowerspar' (3 def, 7 armour) iron plate armour 'Flowerspar' (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +25% darkness / +24% blight / +17% cold / +6% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +3% nature / +3% arcane Light radius: +3 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 232) healing infusion of the warrior (heal 232)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (24 nature damage, 31% healing reduction)insidious poison infusion (24 nature damage, 31% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.98 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
regeneration infusion of the psychic (heal 376 over 5 turns) regeneration infusion of the psychic (heal 376 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Willpower 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. |
regeneration infusion of the titan (heal 189 over 5 turns) regeneration infusion of the titan (heal 189 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. 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. |
regeneration infusion of the titan (heal 210 over 5 turns) regeneration infusion of the titan (heal 210 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. 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. |
wild infusion of the sneak (resist 27%; cure mental) wild infusion of the sneak (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% 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 ability. |
phase door rune of the warrior (range 11; power 35; dur 3) phase door rune of the warrior (range 11; power 35; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
phase door rune of the warrior (range 12; power 38; dur 3) phase door rune of the warrior (range 12; power 38; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. 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. |
Silobrema the Shimmerstone Silobrema the ShimmerstonePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -9% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to inflict damage reduction * 6% chance to blind Changes stats: +2 Con Changes resistances penetration: +15% lightning / +5% physical Changes damage: +6% light / +6% darkness Life regen: +1.20 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused 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 (+3 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... |
copper amulet 'Veliwen' copper amulet 'Veliwen'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +6% physical Disease immunity: +10% Confusion immunity: +5% Stamina each turn: +0.40 Amulets can have magical properties. |
copper amulet 'Woenigh' copper amulet 'Woenigh'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Wil Changes resistances: +6% darkness Light radius: +3 Amulets can have magical properties. |
copper amulet of mastery (0.10 Corruption / Torment) copper amulet of mastery (0.10 Corruption / Torment)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Corruption / Torment Amulets can have magical properties. |
Hettasus the Boltwolf Hettasus the BoltwolfPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +4 Str Changes resistances: +6% lightning / +22% light / +3% nature Changes resistances penetration: +10% lightning Changes damage: +11% light / +3% nature Blindness immunity: +24% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Camykhad the Prismbraze (21-31.5 power, 1 apr) Camykhad the Prismbraze (21-31.5 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 12% chance to daze Burst (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning / +5% light Changes damage: +3% mind Massive two-handed battleaxes. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
arcing steel longsword of massacre (21.5-30.1 power, 3 apr) arcing steel longsword of massacre (21.5-30.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, long, and deadly. |
Betywe the Nimbusblow (13.5-18.9 power, 2 apr) Betywe the Nimbusblow (13.5-18.9 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +6 lightning / +7 blight When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 40% chance to daze * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +5% darkness Disease immunity: +13% Blunt and deadly. |
Bregakan (11.5-16.1 power, 2 apr) Bregakan (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 7% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +6 temporal / +8 nature When wielded/worn: Fatigue: -6% Changes resistances: +2% physical Physical save: +9 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 Healing mod.: +20% Blunt and deadly. |
Cyrowen (13.5-18.9 power, 2 apr) Cyrowen (13.5-18.9 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 mind / +7 cold When wielded/worn: Armour: +2 Changes resistances: +9% fire / +2% physical Changes resistances penetration: +10% arcane Mental save: +6 (+3 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
balanced iron mace (12-16.8 power, 2 apr) balanced iron mace (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+3 eff.) Disarm immunity: +21% Blunt and deadly. |
ash vilestaff 'Stormscar' (15-18 power, 3 apr, fire element) ash vilestaff 'Stormscar' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes stats: +1 Str / +2 Dex / +4 Wil Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Mana each turn: +0.36 Maximum mana: +48.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe (12-16.8 power, 2 apr) iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (12-16.8 power, 2 apr) iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe of massacre (17.5-24.5 power, 2 apr) iron waraxe of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Greenrace GreenracePowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 nature Changes stats: +2 Mag Changes damage: +3% nature Maximum encumbrance: +26 Spell save: +9 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +13 (+5 eff.) A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% lightning / +5% temporal Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderidol the pair of iron boots (0 def, 3 armour) Cinderidol the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Mag / +2 Wil / +1 Cun / +3 Con Changes resistances penetration: +10% fire Changes damage: +3% fire Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +24% Spellpower: +4 (+2 eff.) See invisible: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Runirohor (0 def, 8 armour) Runirohor (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +2% Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +6% physical Mental save: +25 (+12 eff.) Cut immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +10% Only die when reaching: -20.00 life Infravision radius: +2 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ivyldarin' (3 def, 3 armour) pair of iron boots 'Ivyldarin' (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances: +15% mind Changes resistances penetration: +5% arcane / +5% mind Changes damage: +6% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chorak the Strikegasher (0 def, 1 armour) Chorak the Strikegasher (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 temporal / 13 mind / 20 darkness Damage (Ranged): 7 temporal Changes resistances: +7% darkness / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +5% temporal / +4% darkness / +3% mind Mental save: -8 (-4 eff.) Mindpower: +3 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +10 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Korudraharatir the linen wizard hat (1 def, 0 armour) Korudraharatir the linen wizard hat (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +8 Wil Changes damage: +6% mind Mana each turn: +0.11 Psi each turn: +0.11 Psi when hit: +0.16 Maximum hate: +4.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +3% Mindpower: +3 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+2) (0 def, 1 armour) insulating rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% fire / +5% cold A cap made of leather. |
rough leather cap 'Ebonynull' (5 def, 6 armour) rough leather cap 'Ebonynull' (5 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +3 Cun / +6 Wil Changes resistances: +9% darkness / +3% all Physical save: +19 (+7 eff.) Mindpower: +8 (+4 eff.) A cap made of leather. |
Yviyassra the iron plate armour (9 def, 9 armour) Yviyassra the iron plate armour (9 def, 9 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +20% Changes resistances: +6% acid / +9% cold Changes resistances penetration: +10% acid Allows you to breathe in: water Silence immunity: +10% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour)steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates. |
steel plate armour 'Scorchwisp' (4 def, 18 armour) steel plate armour 'Scorchwisp' (4 def, 18 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical / 4 fire Changes stats: +8 Cun / +6 Wil Changes resistances: +3% fire Mental save: +13 (+7 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% A suit of armour made of metal plates. |
Ulfyyamas (14/14, 25-35 power, 8 apr) Ulfyyamas (14/14, 25-35 power, 8 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 25.0 - 35.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +4.0% Capacity: 14 Travel speed: +200% Damage (Ranged): +8 acid Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 mind / +12 acid Arrows are used with bows to pierce your foes to death. |
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. |
287 alchemist agate 287 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. |
7 spinel 7 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. |
Gilaregoneg the Phoenixwitch Gilaregoneg the PhoenixwitchInfused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 arcane / 4 fire Changes stats: +4 Wil Changes resistances: +12% fire Changes resistances penetration: +15% arcane Changes damage: +9% fire Critical mult.: +11.00% Physical save: +7 (+3 eff.) Blindness immunity: +24% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +7 Healing mod.: +12% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. 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. |
Summertide Phial Summertide PhialInfused 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 (89 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern 'Cyremira' brass lantern 'Cyremira'Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% temporal / +6% fire Reduces incoming crit damage: 15.00% Physical save: +10 (+4 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +22% Confusion immunity: +12% Knockback immunity: +20% Maximum life: +44.00 Light radius: +6 See stealth: +15 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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. |
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. |
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. |
iron torque of thermal psionic shield [power 23] (20 cooldown) iron torque of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
5 citrine 5 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. |
5 zircon 5 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. |
Achievements
By Hork the Ogre Reaver level 10
4th Mirth 122nd year of Ascendancy at 06:52 see stats
By Hork the Ogre Reaver level 20
28th Dusk 122nd year of Ascendancy at 05:51 see stats
By Hork the Ogre Reaver level 18
27th Dusk 122nd year of Ascendancy at 01:13 see stats
By Hork the Ogre Reaver level 18
17th Dusk 122nd year of Ascendancy at 11:18 see stats
Log
Hork is not dazed anymore.
Talent Virulent Disease is ready to use.
Hurricane from Urkis, the High Tempest hits Hork for 79 lightning damage.
Shadow casts Shadow Flames.
Shadow hits Hork for 53 fire damage.
Hurricane from Urkis, the High Tempest hits Hork for 77 lightning damage.
Hurricane from Urkis, the High Tempest hits Hork for 80 lightning damage.
Shadow casts Blindside.
Hurricane from Urkis, the High Tempest hits Hork for 104 lightning damage.
Talent Rend is ready to use.
Hurricane from Urkis, the High Tempest hits Hork for 96 lightning damage.
Hork is no longer out of phase.
Hurricane from Urkis, the High Tempest hits Hork for 73 lightning damage.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Hork for 89 lightning damage.
Talent Rune: Phase Door is ready to use.
Hurricane from Urkis, the High Tempest hits Hork for 75 lightning damage.
Hork the level 24 ogre reaver was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 1 life(s) left.
Hork deactivates Willful Tormenter.
The Hurricane around Hork dissipates.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.