Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| 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 | Sun Paladin |
| Level / Exp | 62 / 85% |
| Size | big |
| Lifes / Deaths | Killed by Ivemina the large white snake at level 27 on the 6th Dusk 122nd year of Ascendancy at 13:59 0 / 8Killed by Ivemina the large white snake at level 27 on the 6th Dusk 122nd year of Ascendancy at 14:32 Killed by forest wight at level 45 on the 16th Dusk 122nd year of Ascendancy at 13:22 Killed by skeleton master archer at level 46 on the 16th Dusk 122nd year of Ascendancy at 14:08 Killed by Xiriakira the gwelgoroth at level 53 on the 20th Dusk 122nd year of Ascendancy at 09:11 Killed by Emurewyn the black bear at level 61 on the 53rd Dusk 122nd year of Ascendancy at 04:09 Killed by Emurewyn the black bear at level 61 on the 53rd Dusk 122nd year of Ascendancy at 07:12 Killed by Zubemiwyn the last hope guard at level 62 on the 62nd Dusk 122nd year of Ascendancy at 02:56 |
Primary Stats
| Strength | 77 (base 71) |
| Dexterity | 37 (base 16) |
| Constitution | 53 (base 36) |
| Magic | 94 (base 71) |
| Willpower | 56 (base 31) |
| Cunning | 63 (base 26) |
Resources
| Life | -770/3359 |
| Positive | 18/193 |
| Stamina | 524/524 |
| Healing Factor | 1 |
| Regeneration | 11.892273980009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 214 |
| Accuracy | 60 |
| Crit Chance | 51% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.55 (82.5%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 12 |
| Physical Save | 77 |
| Spell Save | 75 |
| Mental Save | 77 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 20% |
| Poison Resistance | 10% |
| Blind Resistance | 69% |
| Silence Resistance | 22% |
| Bleed Resistance | 10% |
| Teleport Resistance | 65% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 33% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 641 life over 5 turns. Its effects scale with your Magic stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Righteous Strength |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Increases maximum life and stamina by 20%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| detrimental effect | The target is confused, acting randomly (chance 25%) and unable to perform complex actions. Confused |
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 lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by white crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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 |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Olilatharain' (0 def, 4 armour) pair of dwarven-steel boots 'Olilatharain' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +7 Mag / +3 Cun / +3 Con Changes resistances: +12% blight Changes resistances penetration: +10% mind Changes damage: +7% acid / +15% temporal / +10% blight Maximum encumbrance: +38 Physical save: +24 (+5 eff.) Mental save: +17 (+4 eff.) Disease immunity: +38% Spellpower: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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 | Eremunarirek the rough leather cap (0 def, 3 armour) Eremunarirek the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +6% fire Maximum life: +30.00 Infravision radius: +1 A cap made of leather. |
| On hands | heroic dwarven-steel gauntlets of the juggernaut (0 def, 6 armour) heroic dwarven-steel gauntlets of the juggernaut (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Con Physical save: +15 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +33% Maximum life: +54.00 When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +12 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | Polarileda PolariledaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +9% blight / +5% arcane Changes resistances penetration: +10% blight Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
| On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Defense: +10 (+5 eff.) Changes stats: +5 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Chalihad the stralite amulet Chalihad the stralite amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +10 Mag / +5 Wil / +6 Cun / +7 Con Changes resistances: +3% blight / +3% temporal / +3% mind / +12% light Changes damage: +7% acid / +7% physical / +7% darkness / +7% lightning / +6% fire / +7% cold / +7% temporal / +7% light Mental save: +11 (+2 eff.) Cut immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +5% Teleport immunity: +65% Life regen: +1.00 Stamina each turn: +0.90 Spellpower: +10 (+3 eff.) Spell crit. chance: +12% Mindpower: +13 (+4 eff.) Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to teleport you randomly (rad 57), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Shimmerquill (51-76.5 power, 3 apr) Shimmerquill (51-76.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stats: 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to daze * 33% chance to corrode armour Damage (Melee): +70 insidious poison / +24 mind When wielded/worn: Armour penetration: +13 Changes resistances: +12% lightning Changes resistances penetration: +13% acid / +13% physical / +20% blight Changes damage: +15% lightning / +13% physical Life regen: +2.00 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. Massive two-handed mauls. |
| Around waist | Silyvena SilyvenaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 physical Changes stats: +3 Wil Changes resistances: +10% light / +2% physical / +10% darkness / +6% fire Critical mult.: +10.00% Physical save: +9 (+2 eff.) Mental save: +31 (+6 eff.) Poison immunity: +10% Stamina each turn: +0.40 Maximum life: +161.00 Maximum mana: +44.00 Maximum stamina: +40.00 Maximum hate: +15.00 Maximum psi: +27.00 Maximum vim: +25.00 Maximum pos.energy: +30.00 Maximum neg.energy: +32.00 Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 21-29.4 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 21-29.4 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.0 - 29.4 Uses stats: 50% Mag, 150% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Kindleblur (12 def, 8 armour) Kindleblur (12 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Str / +4 Dex / +2 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +37% darkness / +17% temporal Changes resistances penetration: +5% acid / +11% darkness / +5% arcane Changes damage: +6% blight / +14% darkness / +3% light Stealth bonus: +17 Physical save: +19 (+4 eff.) Spell save: +36 (+8 eff.) Mental save: +29 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) Light radius: +3 Defense after a teleport: +17 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Prismoath the stralite mail armour (4 def, 13 armour) Prismoath the stralite mail armour (4 def, 13 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 blight / 18 physical / 12 light Changes stats: +2 Mag / +16 Wil / +16 Cun Changes resistances: +12% acid / +13% cold / +9% physical Changes resistances penetration: +10% light Changes damage: +3% arcane Allows you to breathe in: water Physical save: +21 (+5 eff.) Mental save: +41 (+8 eff.) Life regen: +5.50 Stamina each turn: +1.50 Maximum mana: +60.00 Maximum vim: +20.00 Damage Shield penetration: +30% A suit of armour made of mail. |
Inventory
sun infusion of the warrior (rad 7; power 67; turns 3; dispells darkness) sun infusion of the warrior (rad 7; power 67; turns 3; dispells darkness)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 67) for 3 turns. 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. |
wild infusion of the sneak (resist 19%; cure physical) wild infusion of the sneak (resist 19%; cure physical)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 cure yourself of one random physical effect and reduce all damage taken by 19% for 5 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 psychic (range 11; power 31; dur 4) phase door rune of the psychic (range 11; power 31; dur 4)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: 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 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Willpower 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. |
teleportation rune of the warrior (range 128) teleportation rune of the warrior (range 128)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. 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. |
Lorakan the stralite amulet Lorakan the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Changes stats: +2 Wil / +1 Cun / +6 Con Changes resistances: +16% fire / +3% mind / +19% cold Changes resistances cap: +6% all Changes resistances penetration: +10% mind Grants telepathy: Dragon Talent masteries: +0.34 Technique / Combat training +0.34 Technique / Two-handed assault Physical save: +15 (+4 eff.) Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
psionicist's copper ring of arcana(+0.10/turn) psionicist's copper ring of arcana(+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
psionicist's steel ring of clarity psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +15 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
Glylaith the Morbusrazor (30.5-45.75 power, 9 apr) Glylaith the Morbusrazor (30.5-45.75 power, 9 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +51 insidious poison / +20 darkness / +17 mind Damage against: +17% Living When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Fatigue: -4% Changes stats: +6 Str / +2 Dex Changes resistances penetration: +5% nature Changes damage: +12% physical Critical mult.: +21.00% Life regen: +0.60 Stamina when hit: +2.00 Only die when reaching: -40.00 life Maximum life: +10.00 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. Massive two-handed battleaxes. |
Pitchwinnow (19-28.5 power, 1 apr) Pitchwinnow (19-28.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 50% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 10% chance to disease Damage (Melee): +7 blight / +10 cold Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 12 darkness Changes damage: +6% darkness Disease immunity: +20% Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
arcing iron greatsword (15.5-24.8 power, 1 apr) arcing iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatsword of crippling (38.5-61.6 power, 2 apr)elemental dwarven-steel greatsword of crippling (38.5-61.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes resistances penetration: +19% acid / +19% fire / +17% cold / +19% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of ruin (34.5-55.2 power, 2 apr)quick dwarven-steel greatsword of ruin (34.5-55.2 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Changes stats: +7 Dex Critical mult.: +23.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Smolderradiance (23-32.2 power, 3 apr)Smolderradiance (23-32.2 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Mag, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +11 mind Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Physical crit. chance: +27.0% Physical power: +8 (+2 eff.) Defense: +9 (+5 eff.) Damage when hit (Melee): 12 acid Changes stats: +3 Wil Changes resistances: +6% all / +6% fire Changes resistances penetration: +9% nature Changes damage: +6% acid Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Disarm immunity: +32% Light radius: +1 Infravision radius: +1 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. Sharp, long, and deadly. |
Nerywen the dwarven-steel mace (37.5-52.5 power, 4 apr) Nerywen the dwarven-steel mace (37.5-52.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 37.5 - 52.5 Uses stats: 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 20% chance to torment the target * Random elemental explosion Damage (Melee): +16 blight When wielded/worn: Armour penetration: +21 Physical crit. chance: +11.0% Effects on melee hit: * 15% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 4 acid Changes resistances: +3% blight / +3% acid Changes resistances penetration: +27% acid / +11% physical / +9% darkness / +13% fire / +5% blight / +11% cold / +11% mind / +13% lightning Changes damage: +15% acid / +10% physical Critical mult.: +16.00% Blunt and deadly. |
Shimmersmasher (60-84 power, 6 apr) Shimmersmasher (60-84 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +23.0% Physical power: +40 (+8 eff.) Changes stats: +6 Str / +2 Cun / +5 Con Changes resistances penetration: +15% lightning / +15% physical / +20% arcane Changes damage: +15% arcane / +14% physical Disarm immunity: +35% Stamina when hit: +2.00 Heals friendly targets nearby when you use a nature summon: +10 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental steel mace of crippling (12-16.8 power, 3 apr)elemental steel mace of crippling (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +11% acid / +11% fire / +11% cold / +11% lightning Blunt and deadly. |
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 stats: 50% Mag, 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. |
thought-forged iron waraxe of vileness (10.5-14.7 power, 2 apr) thought-forged iron waraxe of vileness (10.5-14.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 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% On weapon hit: * 5% chance to disease * 11% chance to cause random gloom Damage (Melee): +6 blight / +7 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil 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. |
This item will automatically be transmogrified when you leave the level. Mosagar the HellsfoeMosagar the Hellsfoe Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +28.0% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +18 Dex / +5 Wil / +18 Cun / +2 Con / +8 Lck Changes resistances: +26% cold / +30% fire / +3% physical / +6% temporal Changes resistances penetration: +34% physical Changes damage: +25% physical / +3% fire Critical mult.: +3.00% Trap disarming bonus: +26 Stealth bonus: +14 Mental save: +15 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +110.00 Mental crit. chance: +26% Infravision radius: +6 A belt that goes around your waist. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
monstrous rough leather belt of recklessness monstrous rough leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+2 eff.) Changes stats: +4 Str / +4 Con Critical mult.: +7.00% Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
linen cloak 'Xanyramira' (1 def, 0 armour) linen cloak 'Xanyramira' (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% acid Changes damage: +12% arcane / +18% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Crimson Robe (12 def, 0 armour)Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dragas the pair of rough leather boots (0 def, 1 armour) Dragas the pair of rough leather boots (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 blight / 8 arcane Changes resistances: +7% cold / +6% fire Changes resistances penetration: +5% arcane Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +2 (+1 eff.) Damage Shield penetration: +30% A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightcrack (0 def, 10 armour) Nightcrack (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 9 blight / 14 temporal Damage (Ranged): 8 temporal Changes resistances: +7% blight / +11% temporal Changes damage: +6% blight / +7% temporal Mental save: +19 (+4 eff.) Maximum life: +115.00 When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). On weapon hit: * 9% chance to gain 10% of a turn * 40% chance to inflict damage reduction Damage (Melee): +16 acid Burst (radius 1) on hit: +8 darkness / +12 acid Burst (radius 2) on crit: +10 blight / +4 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's iron gauntlets of strength (+2) (0 def, 1 armour) naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Str Changes resistances: +6% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets (0 def, 1 armour) restful iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Thundertreason' (0 def, 5 armour) iron helm 'Thundertreason' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 lightning Changes stats: +3 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +6% mind / +9% lightning Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorewyn the iron plate armour (3 def, 7 armour) Glorewyn the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) 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% Damage when hit (Melee): 8 arcane Changes resistances: +17% acid / +6% physical / +17% fire / +12% mind / +5% arcane Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +12 (+3 eff.) A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. crackling dwarven-steel shield of radiance (8 def, 2 armour, 28.5-34.2 power, 87.5 block)crackling dwarven-steel shield of radiance (8 def, 2 armour, 28.5-34.2 power, 87.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +88 Damage (Melee): +16 light / +16 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to daze * 28% chance to blind Changes stats: +4 Dex / +4 Mag / +6 Con Changes resistances: +16% light / +16% lightning Talent granted: +3 Block Handheld deflection devices. |
reinforced steel shield of resilience (6 def, 6 armour, 12-14.4 power, 63.5 block) reinforced steel shield of resilience (6 def, 6 armour, 12-14.4 power, 63.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Maximum life: +49.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of crushing (6 def, 2 armour, 22.5-27 power, 39 block)steel shield of crushing (6 def, 2 armour, 22.5-27 power, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.5 - 27.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +39 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
6 agate 6 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. |
235 alchemist agate 235 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +12% 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. |
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. |
2 amethyst 2 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. |
2 ametrine 2 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. |
2 citrine 2 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
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gleem the Ogre Sun Paladin level 46
19th Dusk 122nd year of Ascendancy at 23:26 see stats
Level 10 (Uniques)
Got a character to level 10.By Gleem the Ogre Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 11:57 see stats
Level 20 (Uniques)
Got a character to level 20.By Gleem the Ogre Sun Paladin level 20
5th Dusk 122nd year of Ascendancy at 22:24 see stats
Level 30 (Uniques)
Got a character to level 30.By Gleem the Ogre Sun Paladin level 30
8th Dusk 122nd year of Ascendancy at 09:47 see stats
Level 40 (Uniques)
Got a character to level 40.By Gleem the Ogre Sun Paladin level 40
12nd Dusk 122nd year of Ascendancy at 11:31 see stats
Level 50 (Uniques)
Got a character to level 50.By Gleem the Ogre Sun Paladin level 50
20th Dusk 122nd year of Ascendancy at 04:17 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Gleem the Ogre Sun Paladin level 58
52nd Dusk 122nd year of Ascendancy at 04:05 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Gleem the Ogre Sun Paladin level 56
52nd Dusk 122nd year of Ascendancy at 00:39 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Gleem the Ogre Sun Paladin level 44
16th Dusk 122nd year of Ascendancy at 13:06 see stats
The Arena (Uniques)
Unlocked Arena mode.By Gleem the Ogre Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 19:16 see stats
The Restless Dead (Uniques)
Disturbed an old battlefield and survived the consequences.By Gleem the Ogre Sun Paladin level 45
16th Dusk 122nd year of Ascendancy at 13:37 see stats
The secret city (Uniques)
Discovered the truth about mages.By Gleem the Ogre Sun Paladin level 17
3rd Dusk 122nd year of Ascendancy at 09:15 see stats
Log
Gleem misses Something.
Zubemiwyn the last hope guard counters the attack!
Something performs a melee critical strike against Gleem!
Something damages himself through Martyrdom!
Gleem hits Something for 56 physical, 0 cold, 10 physical, 6 light, 6 blight, 2 fire, 18 physical, 0 cold, 3 physical, 2 light, 2 blight, 1 fire (108 total damage).
Something hits Gleem for 653 physical, 12 cold, 617 physical, 12 cold (1294 total damage).
Shield of Light hits Gleem for 14 healing, 14 healing, 14 healing, 14 healing (0 total damage) [55 healing].
Something performs a melee critical strike against Gleem!
Something damages himself through Martyrdom!
Gleem hits Something for 24 physical, 3 physical, 2 light, 2 blight, 1 fire (32 total damage).
Something hits Gleem for 811 physical damage.
Gleem receives 14 healing from Shield of Light.
Something misses Gleem.
Something performs a melee critical strike against Gleem!
Gleem shrugs off the effect 'Frozen'!
Gleem is silenced!
Something damages himself through Martyrdom!
Gleem hits Something for 23 physical, 0 cold, 4 physical, 3 light, 2 blight, 1 fire (33 total damage).
Something hits Gleem for 663 physical, 12 cold (675 total damage).
Shield of Light hits Gleem for 14 healing, 14 healing (0 total damage) [27 healing].
Something misses Gleem.
Gleem has survived the set up.
Gleem's solar fury subsides.
Gleem is confused and fails to use Attack.
Something performs a melee critical strike against Gleem!
Gleem's spell attains critical power!
Gleem is filled with the Sun's fury!
Saving game...
