Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.0 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 23 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Vorelaith the king cobra at level 6 on the 1st Summertide 122nd year of Ascendancy at 14:33 0 / 7Killed by Belereba the rogue at level 11 on the 44th Dusk 122nd year of Ascendancy at 20:00 Killed by war hound at level 17 on the 1st Haze 122nd year of Ascendancy at 13:21 Killed by Islebeth the large brown snake at level 17 on the 1st Haze 122nd year of Ascendancy at 14:49 Killed by Glasetta the skeleton archer at level 20 on the 67th Haze 122nd year of Ascendancy at 04:59 Killed by Xewe the ice wyrm at level 23 on the 1st Allure 123rd year of Ascendancy at 18:58 Killed by Xewe the ice wyrm at level 23 on the 1st Allure 123rd year of Ascendancy at 19:03 |
Primary Stats
| Strength | 54 (base 49) |
| Dexterity | 10 (base 11) |
| Constitution | 12 (base 10) |
| Magic | 54 (base 51) |
| Willpower | 14 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -99/696 |
| Vim | 190/229 |
| Healing Factor | 1 |
| Regeneration | 1.05 |
Speed
| Mental | -38.805713933377% |
| Attack | -38.805713933377% |
| Movement | +10% |
| Spell | -38.805713933377% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 9 |
| See Stealth | 6 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 47 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.63 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 47 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.63 |
Offense: Spell
| Spellpower | 41.70448620132 |
| Crit Chance | 2% |
| Speed | 1.6341394994155 |
Offense: Mind
| Mindpower | 25.2 |
| Crit Chance | 3% |
| Speed | 1.6341394994155 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 23.92 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 26 |
| Fatigue | 24 |
| Physical Save | 29.55 |
| Spell Save | 36.4 |
| Mental Save | 29.4 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Disarm Resistance | 44% |
| Silence Resistance | 21% |
| Confusion Resistance | 31% |
| Knockback Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 10% for 6 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical or mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| 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 208 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 39%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 4. Bloodlust |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinemira the black crystal. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You failed to protect the temporal explorer from death by Xunor the warg. Escort: temporal explorer (level 1 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within3 lumberjacks have died. | 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 | undeterred pair of iron boots of evasion (11 def, 3 armour) undeterred pair of iron boots of evasion (11 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+6 eff.) Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 10 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Gadefang the Blazewreck (1 def, 0 armour) Gadefang the Blazewreck (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight Changes resistances: +13% blight Changes damage: +10% blight A pointy cloth hat, very wizardly... |
| On hands | Eremablek the rough leather gloves (4 def, 1 armour) Eremablek the rough leather gloves (4 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash wand of clairvoyance 'Manefast' [power 10] (35/6 cooldown) ash wand of clairvoyance 'Manefast' [power 10] (35/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +3% blight Spell save: +9 (+4 eff.) Maximum vim: +10.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 66 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Marig MarigPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +22% Life regen: +0.80 Maximum hate: +2.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +1% Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| On fingers | psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Blindness immunity: +26% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings can have magical properties. |
| Around neck | grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +35% Amulets can have magical properties. |
| In main hand | Mirerace (138% power, 2 apr) Mirerace (138% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +29 cold / +12 mind When wielded/worn: Changes resistances penetration: +10% nature Changes damage: +6% nature 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. |
| Around waist | Nerolaith the drakeskin leather belt Nerolaith the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% light / +11% darkness Physical save: +10 (+5 eff.) Teleport immunity: +15% Maximum life: +70.00 Maximum mana: +130.00 Maximum stamina: +55.00 Maximum hate: +15.00 Maximum psi: +23.00 Maximum vim: +31.00 Maximum pos.energy: +31.00 Maximum neg.energy: +21.00 Mindpower: +9 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | Sunglory the dwarven-steel longsword (150% power, 4 apr) Sunglory the dwarven-steel longsword (150% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +4 fire When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 8 mind / 4 fire Changes damage: +9% mind Sharp, long, and deadly. |
| Cloak | Voidgash (1 def, 0 armour) Voidgash (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances penetration: +10% mind Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked steel plate armour of the dragon (4 def, 9 armour) spiked steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +8% physical / +7% cold / +6% fire / +8% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +26% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 210) healing infusion of the warrior (heal 210)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 241) healing infusion of the wizard (heal 241)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 434 over 5 turns) regeneration infusion of the warrior (heal 434 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 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 ability. |
wild infusion of the psychic (resist 17%; cure magical) wild infusion of the psychic (resist 17%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 20%; cure magical) wild infusion of the wizard (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the warrior (range 100)teleportation rune of the warrior (range 100) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (163% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 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. |
Noonmortal the copper amulet Noonmortal the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% light Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet 'Glintstoker' copper amulet 'Glintstoker'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Wil Changes resistances penetration: +10% light Mental save: +6 (+3 eff.) Confusion immunity: +11% Mindpower: +6 (+3 eff.) Light radius: +2 Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
serendipitous gold amulet of willpower (+6) serendipitous gold amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +6 Lck / +4 Wil Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Blindness immunity: +20% Amulets can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
steel ring 'Blindsquall' steel ring 'Blindsquall'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +24% fire / +1% physical Changes resistances penetration: +10% darkness Changes damage: +12% fire Only die when reaching: -20.00 life Rings can have magical properties. |
steel ring 'Mardyleg' steel ring 'Mardyleg'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% darkness Silence immunity: +28% Disarm immunity: +15% Mana each turn: +0.16 Rings can have magical properties. |
steel ring 'Yvitha' steel ring 'Yvitha'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +22% lightning / +22% cold / +6% light Changes damage: +11% lightning / +11% cold Spell save: +3 (+2 eff.) Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Salayathra (122% power, 2 apr) Salayathra (122% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes resistances penetration: +12% physical Changes damage: +6% blight / +7% physical Spell save: +10 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Massive two-handed battleaxes. |
Bogwyrd (160% power, 2 apr) Bogwyrd (160% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 161% Range: 1.5x Uses stat: 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +8 nature When wielded/worn: Armour penetration: +10 Physical crit. chance: +13.0% Changes resistances: +3% nature / +5% arcane Critical mult.: +17.00% Massive two-handed mauls. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Spectral Blade (127% power, 25 apr) Spectral Blade (127% power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
steel greatsword 'Ereluroddaharabar' (127% power, 2 apr) steel greatsword 'Ereluroddaharabar' (127% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to disease * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +10 blight / +12 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +9% mind / +10% darkness Changes damage: +6% blight / +3% temporal Disease immunity: +14% Massive two-handed swords. |
Grinukath the steel longsword (116% power, 3 apr) Grinukath the steel longsword (116% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +5 cold Burst (radius 1) on hit: +7 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Fatigue: -4% Changes stats: +1 Con Maximum life: +10.00 Sharp, long, and deadly. |
Smolderwinnow the iron mace (108% power, 2 apr) Smolderwinnow the iron mace (108% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +1 Mag See invisible: +9 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Poresenor the Scabvile Poresenor the ScabvileCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes damage: +9% nature / +3% temporal Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Cracklegrinder' rough leather belt 'Cracklegrinder'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex Changes resistances penetration: +10% lightning Maximum life: +31.00 A belt that goes around your waist. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
Chamerig (7 def, 0 armour) Chamerig (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+3 eff.) See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xyrawen the Poxvenom (1 def, 0 armour) Xyrawen the Poxvenom (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +5% nature Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Vorerarin' (0 def, 6 armour) pair of rough leather boots 'Vorerarin' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances: +3% blight Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Earulathanik (0 def, 2 armour) Earulathanik (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +6% nature / +6% temporal Changes damage: +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 33.67 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Yvoma (0 def, 1 armour) Yvoma (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +1 Cun / +2 Dex Physical save: +6 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Splendourspike' (0 def, 1 armour) iron gauntlets 'Splendourspike' (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to blind Damage (Melee): 6 lightning Changes resistances: +5% lightning Changes damage: +4% lightning / +6% light Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Lightningminister' (0 def, 1 armour) rough leather gloves 'Lightningminister' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelita the Undeathradiance (0 def, 1 armour) Emelita the Undeathradiance (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 mind Changes stats: +2 Dex Changes damage: +3% mind Mental save: +3 (+2 eff.) Maximum psi: +10.00 A cap made of leather. |
Galefear the rough leather cap (0 def, 1 armour) Galefear the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +7% cold Changes resistances penetration: +5% lightning Allows you to breathe in: water A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. iron helm 'Duvegas' (0 def, 3 armour)iron helm 'Duvegas' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 arcane / 8 temporal Changes resistances penetration: +15% arcane Physical save: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. steel mail armour 'Moldsever' (2 def, 12 armour)steel mail armour 'Moldsever' (2 def, 12 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 20% chance to disease Damage when hit (Melee): 11 physical Changes resistances: +15% lightning / +3% nature Changes damage: +3% blight A suit of armour made of mail. |
Sulfurquell the steel plate armour (4 def, 9 armour) Sulfurquell the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 5 light / 16 nature Changes stats: +1 Wil Changes resistances: +12% blight / +12% darkness / +17% acid Changes resistances penetration: +5% nature Changes damage: +3% nature Life regen: +2.40 Stamina each turn: +0.70 Light radius: +1 A suit of armour made of metal plates. |
3 agate 3 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. |
483 alchemist agate 483 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. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Alurarek AlurarekPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 18 fire Changes stats: +6 Mag Changes resistances: +6% temporal / +7% cold / +7% fire Changes resistances penetration: +10% acid Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Light radius: +6 Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +23% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dawnrupture DawnrupturePowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Dex / +2 Con Changes resistances: +8% blight / +9% darkness Changes resistances penetration: +5% light Physical save: +15 (+8 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +5 See invisible: +7 Healing mod.: +33% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 17 blight damage or heals 23 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Zachik the brass lantern Zachik the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +10% physical Stamina each turn: +0.20 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. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +45.00 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. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Goragaldir the steel torque of psychoportation [power 34] (35/39 cooldown) Goragaldir the steel torque of psychoportation [power 34] (35/39 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Wil Maximum wards: +1 physical / +1 mind / +2 darkness Talent cooldown: Silence (+5 turn) Talents granted: +2 Silence +1 Ward Infravision radius: +2 See invisible: +3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 39 turns. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of thermal psionic shield [power 51] (35/20 cooldown) hateful steel torque of thermal psionic shield [power 51] (35/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 27] (35/30 cooldown) steel torque of psychoportation [power 27] (35/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield 'Skymistress' [power 53] (35/20 cooldown) steel torque of thermal psionic shield 'Skymistress' [power 53] (35/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +6% nature Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
Arukor the elm wand of clairvoyance [power 8] (35/4 cooldown) Arukor the elm wand of clairvoyance [power 8] (35/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Mental crit. chance: +1% It can be used to reveal the area around you, dispelling darkness (radius 8, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Durogrim [power 10] (35/6 cooldown) Durogrim [power 10] (35/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +1% physical Talent granted: +1 Strike Physical save: +20 (+10 eff.) Life regen: +0.20 Maximum stamina: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 66 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of trap destruction 'Layyremira' [power 19] (35/15 cooldown) elm wand of trap destruction 'Layyremira' [power 19] (35/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% acid Talent granted: +2 Volcano Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +40 It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Asgore the Ogre Reaver level 10
12nd Dusk 122nd year of Ascendancy at 22:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Asgore the Ogre Reaver level 20
67th Haze 122nd year of Ascendancy at 02:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Asgore the Ogre Reaver level 23
1st Allure 123rd year of Ascendancy at 17:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Asgore the Ogre Reaver level 10
10th Flare 122nd year of Ascendancy at 15:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Asgore the Ogre Reaver level 20
53rd Haze 122nd year of Ascendancy at 22:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Asgore the Ogre Reaver level 11
45th Dusk 122nd year of Ascendancy at 14:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Asgore the Ogre Reaver level 9
6th Flare 122nd year of Ascendancy at 17:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Asgore the Ogre Reaver level 10
36th Dusk 122nd year of Ascendancy at 13:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Asgore the Ogre Reaver level 17
1st Haze 122nd year of Ascendancy at 21:48 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Asgore the Ogre Reaver level 23
1st Allure 123rd year of Ascendancy at 18:58 see stats
Log
Asgore is crippled.
Asgore hits Xewe the ice wyrm for (12 resist armour), 0 physical, (5 resist armour), 0 blight, (3 resist armour), 0 fire, (4 resist armour), 0 mind (0 total damage).
Xewe the ice wyrm hits Asgore for 173 physical, 5 arcane, , 6 light (184 total damage).
Carrion worm mass's wormblight area effect hits Cold drake hatchling for 24 blight damage.
Carrion worm mass's wormblight area effect hits Xewe the ice wyrm for (16 resist armour), 13 blight (13 total damage).
Carrion worm mass's wormblight area effect hits Asgore for 21 blight damage.
Carrion worm mass's wormblight area effect hits Snow giant for 18 blight damage.
Carrion worm mass's wormblight area effect hits Cold drake hatchling for 24 blight damage.
Carrion worm mass's wormblight area effect hits Asgore for 21 blight damage.
Carrion worm mass's wormblight area effect hits Xewe the ice wyrm for (16 resist armour), 13 blight (13 total damage).
Carrion worm mass's wormblight area effect hits Cold drake hatchling for 24 blight damage.
Carrion worm mass's wormblight area effect hits Asgore for 21 blight damage.
Carrion worm mass's wormblight area effect hits Xewe the ice wyrm for (16 resist armour), 13 blight (13 total damage).
Ce'Nalratta the cold drake rushes out!
Ce'Nalratta the cold drake resists the mind attack!
Asgore's spell attains critical power!
Ce'Nalratta the cold drake is covered in acid!
Cold drake hatchling speeds up.
Xewe the ice wyrm speeds up.
Snow giant speeds up.
Xewe the ice wyrm's Elemental Bolt hits Asgore for 88 fire damage.
Ce'Nalratta the cold drake hits Asgore for 72 physical, 7 fire, 10 arcane, (88 total damage).
Bleeding from Asgore hits Ce'Nalratta the cold drake for 4 physical damage.
Acid Splash from Asgore hits Xewe the ice wyrm for (7 resist armour), 0 acid (0 total damage).
Decrepitude Disease from Asgore hits Xewe the ice wyrm for (16 resist armour), 3 blight (3 total damage).
Bleeding from Asgore hits Xewe the ice wyrm for (9 resist armour), 0 physical (0 total damage).
Asgore hits Ce'Nalratta the cold drake for 8 physical, 3 blight, 3 fire, 3 mind (16 total damage).
Xewe the ice wyrm throws two quick punches.
Xewe the ice wyrm resists the mind attack!
Saving game...
