Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 109 / 64% |
Size | huge |
Lifes / Deaths | Killed by Poryyarianor the grave wight at level 91 on the 54th Dusk 122nd year of Ascendancy at 09:28 3 / 4Killed by Poryyarianor the grave wight at level 91 on the 54th Dusk 122nd year of Ascendancy at 12:13 Killed by Xerilewen the fire wyrm at level 105 on the 13rd Haze 122nd year of Ascendancy at 22:58 Killed by Xerilewen the fire wyrm at level 105 on the 14th Haze 122nd year of Ascendancy at 01:08 |
Primary Stats
Strength | 88 (base 27) |
Dexterity | 116 (base 57) |
Constitution | 80 (base 65) |
Magic | 39 (base 12) |
Willpower | 120 (base 100) |
Cunning | 138 (base 100) |
Resources
Life | 3704/3704 |
Hate | 108/108 |
Psi | 116/116 |
Equilibrium | 49 |
Healing Factor | 1.43 |
Regeneration | 19.038284419071 |
Speed
Mental | +32.65152623333% |
Attack | +32.65152623333% |
Movement | +20% |
Spell | 0% |
Global | +169.18091364645% |
Vision
Sight | 13 |
Lite | 7 |
Infravision | 8 |
See Stealth | 15 |
See Invisible | 20 |
Offense: Mainhand
Damage | 110 |
Accuracy | 78 |
Crit Chance | 86% |
APR | 43 |
Speed | 0.75 |
Offense: Offhand
Damage | 153 |
Accuracy | 78 |
Crit Chance | 83% |
APR | 63 |
Speed | 0.75 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 84.441155923789 |
Crit Chance | 49% |
Speed | 0.75385487705662 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 73.265883297621 (100%) |
Defense | 53.915568536014 |
Ranged Defense | 53.915568536014 |
Fatigue | 0 |
Physical Save | 65.269735607742 |
Spell Save | 76.732235607742 |
Mental Save | 76.644735607742 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 69% |
Confusion Resistance | 5% |
Knockback Resistance | 71% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 512 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 312 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.00 |
| 5/5 |
| 6/5 |
| 1/5 |
| 3/5 |
Wild-gift / Symbiant | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 10/5 |
| 1/5 |
| 7/5 |
| 4/5 |
Cunning / Poisons | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Wind drake aspect | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 7/5 |
Psionic / Augmented striking | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Wild-curse / Tiger aspect | 1.00 |
| 1/5 |
| 10/5 |
| 1/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 7/5 |
| 1/5 |
| 8/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 7/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 10/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 7/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyals-embrace | 1.00 |
| 8/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Wild-gift / Hunter | 1.00 |
| 5/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Suppress Magic |
talent | Beyond the Flesh |
talent | Numbing Poison |
talent | Psiblades |
talent | Mitosis |
talent | Forge Shield |
talent | Cloud Seer |
talent | Augmentation |
talent | Tiger Shape |
talent | Rabid Fury |
talent | Dreamforge |
talent | Symbiosis |
talent | Icy Skin |
talent | Crippling Poison |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by orc blood mage. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shade. | 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 |
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 has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 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
Psionic focus | Brighttyphoon (88.5-132.75 power, 4 apr) Brighttyphoon (88.5-132.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +24 acid Burst (radius 1) on hit: +16 darkness / +27 fire When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +36.0% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind / 4 light / 4 darkness Changes stats: +9 Str Changes damage: +21% physical / +9% light / +9% mind Stamina when hit: +4.00 Light radius: +2 Massive two-handed mauls. |
On hands | hardened leather gloves 'Gale's kiss' (0 def, 2 armour) hardened leather gloves 'Gale's kiss' (0 def, 2 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 40% chance to daze Damage (Melee): 9 lightning / 5 cold / 10 arcane Damage when hit (Melee): 4 lightning Changes stats: +5 Mag / +6 Wil Changes resistances: +7% lightning / +7% cold / +6% arcane Changes damage: +6% lightning / +6% cold / +3% arcane / +6% blight Spell save: +20 (+5 eff.) Vim when firing critical spell: +1.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 arcane Burst (radius 2) on crit: +7 lightning / +8 ice It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 4 (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 | Blindspitter (1 def, 0 armour) Blindspitter (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +7 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +9% fire / +20% mind / +6% light Changes resistances penetration: +10% acid Changes damage: +3% acid / +7% arcane / +3% light / +20% mind Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +2.20 Psi each turn: +0.16 Maximum psi: +16.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +5% Light radius: +2 Damage Shield Power: +7% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | Yaruchik the pair of hardened leather boots (18 def, 11 armour) Yaruchik the pair of hardened leather boots (18 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +18 (+6 eff.) Fatigue: -4% Damage when hit (Melee): 4 blight Changes stats: +6 Str / +5 Mag / +4 Wil / +8 Con Changes damage: +6% physical Maximum encumbrance: +32 Physical save: +11 (+3 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +5% Cut immunity: +5% Silence immunity: +20% Confusion immunity: +5% Stun/Freeze immunity: +20% Knockback immunity: +10% Mana each turn: +0.24 Maximum mana: +41.00 Spell crit. chance: +3% Infravision radius: +2 Movement speed: +20% Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 45 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Tool | voratun torque of charged psionic shield 'Morningtrial' [power 683] (77 cooldown) voratun torque of charged psionic shield 'Morningtrial' [power 683] (77 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane Maximum wards: +3 physical / +5 mind / +4 darkness Changes resistances penetration: +5% acid Changes damage: +9% darkness Talent cooldown: Telekinetic Blast (+10 turn) Talents granted: +9 Telekinetic Blast +1 Ward Light radius: +2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 683 for 7 turns, putting all charms on cooldown for 77 turns. When used: 300% chance to regenerate 49 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's gold ring of warding sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +21% acid / +18% fire / +19% lightning / +22% cold Rings can have magical properties. |
On fingers | pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +10 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +9 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Serpent's Glare (7-7.7 power, 34 apr, nature damage) Serpent's Glare (7-7.7 power, 34 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 63% Wil, 21% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +34 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +8 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 298.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | noble's hardened leather belt of recklessness noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Reduced damage from: +33% Summoned Critical mult.: +10.00% A belt that goes around your waist. |
In off hand | hateful thorny mindstar of vitality (9.5-10.45 power, 54 apr, nature damage) hateful thorny mindstar of vitality (9.5-10.45 power, 54 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 9.5 - 10.5 Uses stats: 84% Wil, 42% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +54 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +20% Undead When wielded/worn: Changes resistances: +11% blight / +18% darkness / +11% nature Changes resistances penetration: +10% mind / +11% darkness Changes damage: +17% mind / +17% darkness Stamina when hit: +1.70 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | Cyretha the Unlighttrencher (0 def, 0 armour) Cyretha the Unlighttrencher (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict damage reduction Damage when hit (Melee): 16 darkness / 12 nature Changes stats: +5 Mag / +5 Wil / +4 Con Changes damage: +6% nature / +6% darkness Poison immunity: +23% Disease immunity: +23% Mana each turn: +0.10 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
treant's gold ring of aether (+7%) treant's gold ring of aether (+7%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% blight / +7% nature / +12% arcane Changes damage: +12% arcane Poison immunity: +13% Disease immunity: +15% Rings can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
tangling iron battleaxe of massacre (23.5-35.25 power, 1 apr) tangling iron battleaxe of massacre (23.5-35.25 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 nature Massive two-handed battleaxes. |
elm greatclub of phasing (18-27 power, 7 apr) elm greatclub of phasing (18-27 power, 7 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Massive two-handed clubs. |
Ragudralin the iron greatmaul (20.5-30.75 power, 1 apr) Ragudralin the iron greatmaul (20.5-30.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Mag / +3 Wil / +2 Cun / +2 Con Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +31% Spellpower: +9 (+7 eff.) Light radius: +1 See invisible: +3 * Grants [Heavy Strike] Talent Massive two-handed mauls. |
iron greatspear (17.5-28 power, 4 apr) iron greatspear (17.5-28 power, 4 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 A heavy spear. |
iron longsword (13-18.2 power, 2 apr) iron longsword (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Greenviper (13-18.2 power, 2 apr) Greenviper (13-18.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Dex Changes resistances: +9% nature / +9% temporal Changes resistances penetration: +10% nature Changes damage: +12% nature Disarm immunity: +24% Blunt and deadly. |
blooming thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage) blooming thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +1.10 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +25 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar (3-3.3 power, 12 apr, nature damage) creative mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +6.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar (3-3.3 power, 12 apr, nature damage) nature's mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eremarin the steel waraxe (14-19.6 power, 3 apr) Eremarin the steel waraxe (14-19.6 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +10% Living When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% fire / +5% arcane / +3% darkness Changes damage: +5% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Stun/Freeze immunity: +5% Stamina when hit: +0.70 One-handed war axes. |
balanced iron waraxe of massacre (16.5-23.1 power, 2 apr) balanced iron waraxe of massacre (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +21% One-handed war axes. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe (0 def, 0 armour) stormwoven woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Mag / +4 Wil Changes resistances: +6% lightning / +6% cold Changes damage: +5% lightning / +5% physical / +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -2% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 272.55 and knocking it back 5 tiles. The damage will increase with your Strength. Attackspeed is 100% for non-Brawlers! Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour) temporal rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag Changes resistances: +6% temporal Changes damage: +3% arcane / +3% temporal When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagudugund (0 def, 1 armour) Dagudugund (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 mind Changes stats: +3 Cun / +6 Dex Changes resistances: +1% physical Poison immunity: +15% Pinning immunity: +15% Teleport immunity: +15% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
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. |
74 alchemist agate 74 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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), costing 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, 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. |
Aerosethra [power 25] (20 cooldown) Aerosethra [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Grants telepathy: Dragon Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +4 Telekinetic Blast Equilibrium when hit: +0.20 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +10 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 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. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
7 zircon 7 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 Beehor the Cornac Adventurer level 15
8th Flare 122nd year of Ascendancy at 15:42 see stats
By Beehor the Cornac Adventurer level 105
14th Haze 122nd year of Ascendancy at 01:06 see stats
By Beehor the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 14:49 see stats
By Beehor the Cornac Adventurer level 20
31st Dusk 122nd year of Ascendancy at 13:46 see stats
By Beehor the Cornac Adventurer level 30
33rd Dusk 122nd year of Ascendancy at 18:54 see stats
By Beehor the Cornac Adventurer level 40
36th Dusk 122nd year of Ascendancy at 07:58 see stats
By Beehor the Cornac Adventurer level 50
37th Dusk 122nd year of Ascendancy at 04:46 see stats
By Beehor the Cornac Adventurer level 109
15th Haze 122nd year of Ascendancy at 07:53 see stats
By Beehor the Cornac Adventurer level 82
54th Dusk 122nd year of Ascendancy at 05:36 see stats
By Beehor the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 14:49 see stats
By Beehor the Cornac Adventurer level 90
54th Dusk 122nd year of Ascendancy at 09:07 see stats
By Beehor the Cornac Adventurer level 17
16th Dusk 122nd year of Ascendancy at 19:55 see stats
By Beehor the Cornac Adventurer level 78
54th Dusk 122nd year of Ascendancy at 03:17 see stats
Log
Beehor begins breaking dreams!
Ran for 2 turns (stop reason: suffocating).
Beehor strikes the dreamforge!
Beehor strikes the dreamforge!
Beehor strikes the dreamforge!
Beehor strikes the dreamforge!
Beehor begins breaking dreams!
Error report sent, thank you.
Beehor deactivates Crippling Poison.
Beehor deactivates Beyond the Flesh.
Beehor deactivates Suppress Magic.
Beehor deactivates Symbiosis.
Beehor deactivates Forge Shield.
Beehor deactivates Augmentation.
Beehor deactivates Icy Skin.
Beehor deactivates Mitosis.
Beehor deactivates Cloud Seer.
Beehor deactivates Tiger Shape.
Beehor deactivates Numbing Poison.
Beehor deactivates Psiblades.
Beehor deactivates Rabid Fury.
Beehor deactivates Dreamforge.