Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Bulwark |
Level / Exp | 19 / 67% |
Size | medium |
Lifes / Deaths | Killed by Insane Higher Bulwark's Inner Demon at level 19 on the 32nd Dusk 122nd year of Ascendancy at 00:19 / 1 |
Primary Stats
Strength | 69 (base 47) |
Dexterity | 40 (base 37) |
Constitution | 15 (base 12) |
Magic | 16 (base 10) |
Willpower | 16 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -2/577 |
Stamina | 78/169 |
Healing Factor | 1.1460311219418 |
Regeneration | 23.66113326979 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 89 |
Accuracy | 56 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Physical | +19% |
Nature | +6% |
Arcane | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Fire | +7% |
Physical | +20% |
Mind | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 37.522593642274 (62.32946707186%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 18 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 18 |
Defense: Resistances
Nature | + 9%( 70%) |
Lightning | + 6%( 70%) |
Light | + 33%( 70%) |
Cold | + 11%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 7%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Bleed Resistance | 20% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Kheladil' (0 def, 1 armour) pair of rough leather boots 'Kheladil' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 16% * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 acid Changes stats: +3 Str / +3 Con Changes resistances penetration: +5% mind Changes damage: +12% acid Maximum hate: +2.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Cysthunter the rough leather cap (0 def, 1 armour) =gg= Cysthunter the rough leather cap (0 def, 1 armour) =gg=Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% nature / +6% blight Changes resistances penetration: +10% acid Cut immunity: +20% Life regen: +4.00 Maximum life: +20.00 A cap made of leather. |
On hands | Erelagorn (0 def, 9 armour) Erelagorn (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Damage (Melee): 5 physical Changes resistances: +6% lightning Changes damage: +4% physical Physical save: +12 (+6 eff.) Pinning immunity: +10% When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 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 (cooling down: 9 turns) 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 | wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
On fingers | Cureripper CureripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 2 mind Changes resistances: +3% mind Changes resistances penetration: +5% nature Changes damage: +6% nature / +3% mind Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Around neck | restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
In main hand | Urtheroddarach the steel waraxe (119% power, 3 apr) Urtheroddarach the steel waraxe (119% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +3 Str / +1 Dex / +2 Mag Changes resistances penetration: +7% fire Changes damage: +6% physical Light radius: +1 See invisible: +6 Global speed: +5% One-handed war axes. |
Around waist | Glowfiend the rough leather belt Glowfiend the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +3% light Changes damage: +9% arcane / +9% physical Critical mult.: +5.00% Mental save: +6 (+4 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
In off hand | Lorydir the steel shield (0 def, 7 armour, 112% power, 74 block) Lorydir the steel shield (0 def, 7 armour, 112% power, 74 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +74 On weapon hit: * 12% chance to reduce armor by 16% When wielded/worn: Armour: +7 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 6 acid On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Changes resistances penetration: +10% mind Talent granted: +1 Block Mental save: +3 (+2 eff.) Equilibrium when hit: +0.08 Handheld deflection devices. |
Cloak | Emora the linen cloak (1 def, 10 armour) =gg= Emora the linen cloak (1 def, 10 armour) =gg=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+1 eff.) Changes resistances: +9% mind / +11% cold Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Flashmonster (2 def, 4 armour) Flashmonster (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 fire Changes stats: +1 Dex Changes resistances penetration: +20% physical Life regen: +2.50 Stamina each turn: +1.50 A suit of armour made of mail. |
Inventory
movement infusion of the duelist (speed 520%; cd 9) movement infusion of the duelist (speed 520%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 445%; cd 9) movement infusion of the titan (speed 445%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 343; 13 cd) regeneration infusion of the warrior (heal 343; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 343 life over 5 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 nature talent. |
regeneration infusion of the warrior (heal 368; 16 cd) regeneration infusion of the warrior (heal 368; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 368 life over 5 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 nature talent. |
shatter afflictions rune of the psychic (absorb 38; cd 18) shatter afflictions rune of the psychic (absorb 38; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
shatter afflictions rune of the sneak (absorb 30; cd 22) shatter afflictions rune of the sneak (absorb 30; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 89; cd 16) shatter afflictions rune of the warrior (absorb 89; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of willpower (+2) stabilizing copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
marksman's steel ring of frost (+24%) marksman's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +13% Disease immunity: +12% Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
truestriking voratun dagger of massacre (153% power, 9 apr) truestriking voratun dagger of massacre (153% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 153% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +5% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Ereyarig the Glintwedge (133% power, 2 apr)Ereyarig the Glintwedge (133% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 40% When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +6% mind Maximum hate: +4.00 Maximum psi: +30.00 Mindpower: +5 (+2 eff.) Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 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. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Longbows are used to shoot arrows at your foes. |
acidic iron longsword of massacre (117% power, 2 apr) acidic iron longsword of massacre (117% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of daylight (111% power, 3 apr)balanced steel longsword of daylight (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +6% Undead When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of massacre (125% power, 3 apr)balanced steel longsword of massacre (125% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+3 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
iron longsword (102% power, 2 apr) iron longsword (102% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
warbringer's steel longsword of massacre (122% power, 3 apr) warbringer's steel longsword of massacre (122% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Sharp, long, and deadly. |
iron mace (105% power, 2 apr) iron mace (105% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Salimina the cured leather slingSalimina the cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +21 fire When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +4 Cun / +1 Con Changes resistances: +9% acid / +9% lightning / +8% cold / +8% fire / +3% all Changes resistances penetration: +6% fire Spell save: +5 (+3 eff.) Light radius: +3 See invisible: +3 Global speed: +1% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of phasing (107% power, 11 apr)steel waraxe of phasing (107% power, 11 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% One-handed war axes. |
Aerimira the Tidemight Aerimira the TidemightInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+8 eff.) Damage when hit (Melee): 6 physical Changes resistances: +5% lightning / +6% temporal Changes damage: +3% cold Maximum stamina: +10.00 A belt that goes around your waist. |
hardened leather belt 'Yvedakira' hardened leather belt 'Yvedakira'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +4 Cun / +6 Lck Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +5 Stealth bonus: +8 Maximum life: +30.00 Infravision radius: +5 See invisible: +3 A belt that goes around your waist. |
rough leather belt 'Nimbusgrinder' rough leather belt 'Nimbusgrinder'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% darkness / +3% cold Changes damage: +6% fire Life regen: +4.90 Maximum life: +20.00 Healing mod.: +10% A belt that goes around your waist. |
Isymina the linen cloak (1 def, 0 armour) Isymina the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% darkness Changes damage: +3% mind Hate when firing a critical mind attack: +3.00 Maximum life: +32.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xina the linen cloak (1 def, 0 armour) =2 Con= Xina the linen cloak (1 def, 0 armour) =2 Con=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+1 eff.) Changes stats: +2 Con / +2 Wil Changes resistances: +9% acid Critical mult.: +10.00% Mental save: +6 (+4 eff.) Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimathad (0 def, 0 armour) Daimathad (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% blight / +15% cold / +16% acid / +9% all Changes damage: +17% acid / +10% cold Life regen: +2.50 Mana each turn: +0.12 Maximum life: +40.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhivon the Smoldernail (0 def, 0 armour) =4 Con= Radhivon the Smoldernail (0 def, 0 armour) =4 Con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +6 Mag / +1 Cun / +4 Con Changes resistances: +16% acid / +6% fire / +7% all Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven linen robe (0 def, 0 armour) stormwoven linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +7% all Changes damage: +7% lightning / +6% physical / +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe (0 def, 0 armour) verdant elven-silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% all Changes damage: +20% nature Poison immunity: +28% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Turastir the iron gauntlets (0 def, 7 armour) Turastir the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 5 physical Changes resistances: +9% lightning / +6% cold / +5% arcane Changes damage: +3% physical Physical save: +6 (+3 eff.) Pinning immunity: +20% Healing mod.: +15% When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Life regen: +6.00 Stamina each turn: +0.70 Maximum stamina: +15.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes stats: +4 Dex Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% On weapon hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Dex Spell save: +11 (+6 eff.) When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% On weapon hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap of strength (+2) (0 def, 3 armour) miner's rough leather cap of strength (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str Infravision radius: +2 A cap made of leather. |
rough leather cap 'Nimbusbraid' (0 def, 1 armour) =3 Con= rough leather cap 'Nimbusbraid' (0 def, 1 armour) =3 Con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind / 2 lightning Changes stats: +3 Con Changes resistances penetration: +20% nature Critical mult.: +5.00% Hate when firing a critical mind attack: +1.00 A cap made of leather. |
spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.10 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
impenetrable stralite mail armour of lightning resistance (4 def, 13 armour) impenetrable stralite mail armour of lightning resistance (4 def, 13 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
rejuvenating iron mail armour of resilience (2 def, 4 armour) rejuvenating iron mail armour of resilience (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.50 Maximum life: +21.00 A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour) rejuvenating steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +3.00 Stamina each turn: +0.60 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of acid resistance (2 def, 6 armour)steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (6 def, 4 armour)cleansing cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +10% nature / +11% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield (0 def, 8 armour, 158% power, 148 block)flaming stralite shield (0 def, 8 armour, 158% power, 148 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +148 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Talent granted: +1 Block Handheld deflection devices. |
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. |
234 alchemist agate 234 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brodolethad (dig speed 37 turns) Brodolethad (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +3 Str Maximum hate: +6.00 Maximum psi: +40.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 spinel 5 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Leloyamas the Healzephyr, Leloyamas the Healzephyr,Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +2 Damage when hit (Melee): 12 fire / 6 physical Changes resistances: +6% fire Changes damage: +9% nature Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
This item will automatically be transmogrified when you leave the level. bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+4 eff.) Light radius: +6 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One =5 Wil= Eye of the Dreaming One =5 Wil=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption =8 Cun= Bizzare Contraption =8 Cun=2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Arilrann [power 188] (15 cooldown) Arilrann [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +3% fire Critical mult.: +30.00% Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Erelymachak the Flashbolt [power 206] (15 cooldown)Erelymachak the Flashbolt [power 206] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Changes stats: +1 Con Changes damage: +9% mind Maximum stamina: +30.00 Light radius: +2 It can be used to sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. ash totem of stinging [power 176] (15 cooldown)ash totem of stinging [power 176] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Insane Higher Bulwark the Higher Bulwark level 3
76th Pyre 122nd year of Ascendancy at 10:41 see stats
By Insane Higher Bulwark the Higher Bulwark level 10
1st Summertide 122nd year of Ascendancy at 03:05 see stats
By Insane Higher Bulwark the Higher Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 23:57 see stats
By Insane Higher Bulwark the Higher Bulwark level 7
78th Pyre 122nd year of Ascendancy at 09:30 see stats
By Insane Higher Bulwark the Higher Bulwark level 16
9th Dusk 122nd year of Ascendancy at 08:08 see stats
Log
Brown bear is protected by a layer of thick leaves.
Insane Higher Bulwark's Inner Demon is protected by a layer of thick leaves.
Bleeding from Insane Higher Bulwark's Inner Demon hits Insane Higher Bulwark for 54 physical damage.
Waking Nightmare from Emelyvea the giant venus flytrap hits Insane Higher Bulwark for 8 darkness damage.
Thorn Grab from Elota the giant fire ant hits Insane Higher Bulwark for 9 nature damage.
Bleeding from Insane Higher Bulwark hits Brown bear for 48 physical damage.
Emelyvea the giant venus flytrap uses Mucus.
Emelyvea the giant venus flytrap uses torque!
Insane Higher Bulwark's Inner Demon uses Assault.
Insane Higher Bulwark's Inner Demon performs a melee critical strike against Insane Higher Bulwark!
Insane Higher Bulwark's Inner Demon performs a melee critical strike against Insane Higher Bulwark!
Insane Higher Bulwark is recovering from the damage!
Insane Higher Bulwark's Inner Demon hits Insane Higher Bulwark for 12 physical, 5 acid, 5 physical, 9 light, 55 physical, 3 acid, 3 physical, 5 light, 5 acid, 9 fire, 58 physical, 3 acid, 3 physical, 5 light, 5 acid, 9 fire (195 total damage).
Melee retaliation hits Insane Higher Bulwark's Inner Demon for 3 fire, 0 mind, 0 acid, 3 fire, 2 mind, 11 acid, 3 fire, 2 mind, 11 acid (36 total damage).
Insane Higher Bulwark feels pain again.
Insane Higher Bulwark's aura of power vanishes.
Insane Higher Bulwark is free from the nightmare.
Insane Higher Bulwark speeds up.
Insane Higher Bulwark's Inner Demon's aura of power vanishes.
Insane Higher Bulwark's Inner Demon feels pain again.
Insane Higher Bulwark's Inner Demon uses Assault.
Insane Higher Bulwark's Inner Demon performs a melee critical strike against Insane Higher Bulwark!
Insane Higher Bulwark's Inner Demon performs a melee critical strike against Insane Higher Bulwark!
Insane Higher Bulwark's is vulnerable to attacks and effects!
Bleeding from Insane Higher Bulwark's Inner Demon hits Insane Higher Bulwark for 41 physical damage.
Melee retaliation hits Insane Higher Bulwark's Inner Demon for 4 fire, 2 mind, 0 acid, 4 fire, 2 mind, 0 acid, 0 fire, 1 mind, 13 acid (26 total damage).
Insane Higher Bulwark's Inner Demon hits Insane Higher Bulwark for 14 physical, 5 acid, 6 physical, 10 light, 59 physical, 3 acid, 3 physical, 6 light, 5 acid, 10 fire, 86 physical, 3 acid, 3 physical, 6 light, 5 acid, 10 fire (235 total damage).
Thorn Grab from Elota the giant fire ant hits Insane Higher Bulwark for 9 nature damage.
Insane Higher Bulwark the level 19 higher bulwark was roasted to death by a Insane Higher Bulwark's Inner Demon on level 2 of Old Forest.
Insane Higher Bulwark's Inner Demon prepares for the next kill!