Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: 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. 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! 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: 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. 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. 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. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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: 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. 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. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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: 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 Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 85 / 42% |
Size | medium |
Lifes / Deaths | Killed by Aldbov the dwarf at level 12 on the 6th Dusk 122nd year of Ascendancy at 12:42 / 21Killed by Adomira the rattlesnake at level 19 on the 9th Dusk 122nd year of Ascendancy at 16:53 Killed by Minotaur of the Labyrinth at level 24 on the 11st Dusk 122nd year of Ascendancy at 20:23 Killed by dredge at level 27 on the 13rd Dusk 122nd year of Ascendancy at 23:55 Killed by faeros at level 50 on the 25th Dusk 122nd year of Ascendancy at 08:51 Killed by naga myrmidon at level 55 on the 25th Dusk 122nd year of Ascendancy at 11:41 Killed by snow giant thunderer at level 57 on the 25th Dusk 122nd year of Ascendancy at 15:45 Killed by Giwen the snow giant chieftain's temporal clone at level 59 on the 25th Dusk 122nd year of Ascendancy at 19:54 Killed by Giwen the snow giant chieftain at level 59 on the 25th Dusk 122nd year of Ascendancy at 21:22 Killed by Giwen the snow giant chieftain's temporal clone at level 60 on the 25th Dusk 122nd year of Ascendancy at 23:44 Killed by venom wyrm at level 65 on the 27th Dusk 122nd year of Ascendancy at 06:26 Killed by Bethulralle the faeros at level 67 on the 27th Dusk 122nd year of Ascendancy at 10:05 Killed by Bethulralle the faeros at level 68 on the 27th Dusk 122nd year of Ascendancy at 12:53 Killed by Bethulralle the faeros at level 68 on the 27th Dusk 122nd year of Ascendancy at 14:50 Killed by fire drake at level 70 on the 27th Dusk 122nd year of Ascendancy at 23:17 Killed by Xekira the snow giant chieftain at level 75 on the 30th Dusk 122nd year of Ascendancy at 08:08 Killed by Xekira the snow giant chieftain at level 76 on the 30th Dusk 122nd year of Ascendancy at 09:55 Killed by snow giant boulder thrower at level 76 on the 30th Dusk 122nd year of Ascendancy at 11:34 Killed by snow giant thunderer at level 79 on the 30th Dusk 122nd year of Ascendancy at 19:19 Killed by Emubrenne the greater faeros at level 83 on the 31st Dusk 122nd year of Ascendancy at 10:37 Killed by Belolrarin the snow giant chieftain at level 85 on the 31st Dusk 122nd year of Ascendancy at 22:20 |
Primary Stats
Strength | 92 (base 29) |
Dexterity | 84 (base 62) |
Constitution | 61 (base 12) |
Magic | 27 (base 12) |
Willpower | 107 (base 90) |
Cunning | 122 (base 93) |
Resources
Life | 2142/2142 |
Hate | 109/109 |
Stamina | 604/604 |
Psi | 197/197 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -5 |
Infravision | 12 |
Offense: Barehand
Damage | 125 |
Accuracy | 74 |
Crit Chance | 68% |
APR | 4 |
Speed | 0.60 |
Offense: Spell
Spellpower | 34.5 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 69.925 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 48.19665669737 |
Ranged Defense | 52.863323364037 |
Fatigue | 14 |
Physical Save | 54.791666666667 |
Spell Save | 49.575 |
Mental Save | 54.658333333333 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 71% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Finishing moves | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 8/5 |
Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Poisons | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 7/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 8/5 |
| 5/5 |
| 3/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 8/5 |
| 8/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.00 |
| 8/5 |
| 5/5 |
| 7/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within1 lumberjacks have died. | done |
Equipment
Psionic focus | Relgatar (28-30.8 power, 3 apr) Relgatar (28-30.8 power, 3 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Base power: 28.0 - 30.8 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 143% On weapon hit: * 21% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +21 blight / +19 cold When wielded/worn: Accuracy: +52 (+12 eff.) Physical crit. chance: +13.0% Physical power: +11 (+2 eff.) Defense: +13 (+6 eff.) Changes stats: +12 Str / +5 Dex / +1 Mag / +5 Con Changes resistances penetration: +5% arcane / +13% physical Changes damage: +25% physical Critical mult.: +25.00% Spell save: +20 (+7 eff.) Disarm immunity: +71% Stamina when hit: +4.20 Maximum mana: +40.00 Mental crit. chance: +1% Damage Shield penetration: +20% A long, leather whip. |
Light source | burglar's alchemist's lamp of the sun burglar's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Cun Changes resistances: +8% darkness Changes damage: +9% light Damage affinity(heal): +5% light Light radius: -5 Infravision radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 32.42 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm of ire (0 def, 4 armour) dwarven-steel helm of ire (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con Physical save: +11 (+4 eff.) Mental save: +11 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Torchbile (dig speed 29 turns) Torchbile (dig speed 29 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +1 Str / +2 Cun Changes resistances: +11% nature / +6% fire Changes damage: +9% temporal / +6% nature / +3% fire Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | titan's gold ring of misery titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun / +7 Con Physical save: +14 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 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 waist | Mayyba the rough leather belt Mayyba the rough leather beltPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +6 Changes stats: +1 Con / +2 Mag Changes resistances: +6% mind Changes damage: +6% physical Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Mana each turn: +0.17 Maximum mana: +24.00 Healing mod.: +10% It can be used to create a temporary shield that absorbs 200 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Main armor | Shineraze (26 def, 7 armour) Shineraze (26 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +11.0% Physical power: +22 (+4 eff.) Armour: +7 Defense: +26 (+11 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +19 Str / +12 Dex / +9 Mag / +17 Wil / +8 Cun Changes resistances: +72% lightning / +18% darkness / +23% fire / +9% arcane / +18% light Changes damage: +12% light Physical save: +20 (+6 eff.) Spell save: +22 (+7 eff.) Mental save: +13 (+4 eff.) Maximum stamina: +10.00 Spellpower: +22 (+9 eff.) Spell crit. chance: +9% Mindpower: +22 (+6 eff.) Mental crit. chance: +9% Movement speed: +20% A suit of armour made of leather. |
On feet | miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | corrosive hardened leather gloves of dexterity (+4) (0 def, 2 armour) corrosive hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Damage (Melee): 10 acid Changes stats: +4 Dex Changes resistances: +8% acid Changes damage: +8% acid When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +11.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 3). Burst (radius 2) on crit: +11 acid Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 38; dur 7)phase door rune (range 14; power 38; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. 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. |
copper amulet of mastery (0.11 Spell / Blazebrand) copper amulet of mastery (0.11 Spell / Blazebrand)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Blazebrand Amulets can have magical properties. |
steel ring of the mind (+12%) steel ring of the mind (+12%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious steel battleaxe of erosion (21.5-32.25 power, 2 apr)insidious steel battleaxe of erosion (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +33 insidious poison / +16 temporal / +14 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. primordial ash club of the jelly (14.5-20.3 power, 3 apr)primordial ash club of the jelly (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / club ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 temporal / +10 nature slow When wielded/worn: Changes damage: +5% acid / +6% temporal / +6% nature Equilibrium when hit: +1.20 Blunt and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Bokyhir the steel greatspear (25.5-40.8 power, 11 apr) Bokyhir the steel greatspear (25.5-40.8 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 83% On weapon hit: * 40% chance to gain 10% of a turn On weapon crit: * cripple the target Damage (Melee): +24 % trip chance Burst (radius 1) on hit: +9 lightning Damage conversion: 30% lightning Thrust Range: 2 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to disease * 10% chance to gain 10% of a turn Changes resistances penetration: +8% lightning Changes damage: +6% lightning It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 35.55 to 106.66 damage The damage will increase with your Spellpower. A heavy spear. |
flaming iron greatsword of erosion (16.5-26.4 power, 1 apr) flaming iron greatsword of erosion (16.5-26.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal Burst (radius 1) on hit: +7 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel longsword of crippling (20.5-28.7 power, 4 apr)glacial dwarven-steel longsword of crippling (20.5-28.7 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +13 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +9 Changes resistances penetration: +9% cold Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 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. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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. |
This item will automatically be transmogrified when you leave the level. steel mace (14.5-20.3 power, 3 apr)steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. resonating vined mindstar of frost (5.5-6.05 power, 18 apr, mind damage)resonating vined mindstar of frost (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +6% mind / +10% cold Changes resistances penetration: +4% mind / +10% cold Changes damage: +4% mind / +9% cold Psi when hit: +1.00 Maximum hate: +0.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +12% 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. |
This item will automatically be transmogrified when you leave the level. wrathful thorny mindstar of the equinox (9-9.9 power, 24 apr, nature damage)wrathful thorny mindstar of the equinox (9-9.9 power, 24 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 is wrathful to the hated. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 temporal / +6 blinding light When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+4 eff.) Changes damage: +4% light / +7% darkness Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +0.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +10% 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. |
Burning Basher (10-14 power, 4 apr) Burning Basher (10-14 power, 4 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 fire burn Burst (radius 2) on crit: +10 acid When wielded/worn: Changes damage: +10% acid / +10% fire Spellpower: +6 (+3 eff.) Sight radius: -1 The end of this sceptre emits an acrid smoke and burns painfully if you touch it. |
This item will automatically be transmogrified when you leave the level. keeper's yew vilestaff of breaching (20-24 power, 4 apr, fire element)keeper's yew vilestaff of breaching (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Casting speed: +15% Paradox regeneration: -3.00 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm vilestaff of might (10-12 power, 2 apr, fire element)shimmering elm vilestaff of might (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +44.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Wil Damage type: Physical 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. |
nightruned rough leather belt of recklessness nightruned rough leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes resistances: +5% light / +7% darkness Critical mult.: +6.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of protection (11 def, 4 armour)dreamer's cashmere robe of protection (11 def, 4 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+5 eff.) Changes resistances: +22% mind / +22% darkness Physical save: +39 (+11 eff.) Spell save: +16 (+5 eff.) Mental save: +32 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of Linaniil (12 def, 0 armour)focusing elven-silk robe of Linaniil (12 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +8 Mag / +7 Wil Mana each turn: +0.71 Psi each turn: +0.40 Maximum mana: +100.00 Spellpower: +30 (+12 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tranquil silk robe of power (38 def, 0 armour)tranquil silk robe of power (38 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +38 (+15 eff.) Changes stats: +11 Wil Changes damage: +13% all Mental save: +28 (+8 eff.) Spellpower: +17 (+8 eff.) Healing mod.: +25% Chance to avoid any damage: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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: 8.5 - 9.4 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% 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 strength (+3) (0 def, 1 armour) temporal rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes stats: +3 Str Changes resistances: +7% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 6% chance to gain 10% of a turn Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelomira the iron mail armour (2 def, 4 armour) Emelomira the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage (Melee): 22 acid / 21 fire Damage when hit (Melee): 20 acid / 20 fire / 8 mind / 24 physical Changes stats: +5 Str / +1 Dex / +6 Mag / +9 Wil / +3 Cun / +2 Con Changes resistances: +12% lightning / +28% fire / +18% temporal / +46% acid Changes damage: +6% mind Spellpower: +13 (+6 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% Infravision radius: +1 A suit of armour made of mail. |
Bregirach (1 def, 2 armour) Bregirach (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes stats: +1 Dex / +1 Con Changes resistances: +12% acid / +6% physical / +12% nature Physical save: +12 (+4 eff.) Spell save: +25 (+8 eff.) Life regen: +0.80 Only die when reaching: -40.00 life Spell crit. chance: +1% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic hardened leather armour of stability (3 def, 6 armour)miasmic hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 8 acid Changes resistances: +16% acid / +8% physical / +15% nature Physical save: +14 (+5 eff.) A suit of armour made of leather. |
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. |
impenetrable steel plate armour of the deep (4 def, 17 armour) impenetrable steel plate armour of the deep (4 def, 17 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: +17 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of radiance (8 def, 2 armour, 81 block)dwarven-steel shield of radiance (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to blind Changes stats: +4 Mag / +6 Con Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious stralite shield of resistance (10 def, 13 armour, 217.5 block)impervious stralite shield of resistance (10 def, 13 armour, 217.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +6 Con Changes resistances: +11% acid / +9% fire / +10% lightning / +11% cold Talent granted: +4 Block Physical save: +11 (+4 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Zubekira the Murkquench (24/24, 61-85.4 power, 34 apr)Zubekira the Murkquench (24/24, 61-85.4 power, 34 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 61.0 - 85.4 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +34 Physical crit. chance: +20.5% Capacity: 24 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease * 50% chance to inflict damage reduction * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target * 10% chance to knock the target back Travel speed: +400% Damage (Ranged): +60 physical / +43 darkness / +16 blight / +13 temporal Burst (radius 1) on hit: +43 fire / +8 darkness / +8 arcane Burst (radius 2) on crit: +12 darkness Damage against: +13% Living Arrows are used with bows to pierce your foes to death. |
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. |
21 alchemist agate 21 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+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. |
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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. overpowered yew wand of trap destruction [power 105] (23 cooldown)overpowered yew wand of trap destruction [power 105] (23 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (105 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Azilaspadin the Cornac Adventurer level 11
2nd Summertide 122nd year of Ascendancy at 20:03 see stats
By Azilaspadin the Cornac Adventurer level 26
12nd Dusk 122nd year of Ascendancy at 01:19 see stats
By Azilaspadin the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 15:44 see stats
By Azilaspadin the Cornac Adventurer level 20
9th Dusk 122nd year of Ascendancy at 17:35 see stats
By Azilaspadin the Cornac Adventurer level 30
14th Dusk 122nd year of Ascendancy at 04:47 see stats
By Azilaspadin the Cornac Adventurer level 40
15th Dusk 122nd year of Ascendancy at 09:07 see stats
By Azilaspadin the Cornac Adventurer level 50
25th Dusk 122nd year of Ascendancy at 08:28 see stats
By Azilaspadin the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 16:15 see stats
Log
Azilaspadin's mind surges with critical power!
Azilaspadin's mind surges with critical power!
Azilaspadin hits Something for 3 mind, 5 fire, 3 mind, 3 cold, 3 mind, 3 lightning, 2 mind, 5 arcane, 2 mind, 5 fire, 5 mind, 4 cold, 5 mind, 4 lightning, 5 mind, 5 arcane (60 total damage).
Your hatred grows even as your life fades! (+4 hate)
Azilaspadin begins rampaging!
The shattering blow creates a shockwave!
Azilaspadin is crippled.
Azilaspadin hits Something for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 mind, 0 fire, 0 mind, 0 cold, 0 mind, 0 lightning, 0 mind, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 mind, 1 fire, 0 mind, 0 cold, 0 mind, 0 lightning, 0 mind, 1 arcane (5 total damage).
Something hits Azilaspadin for (18 gestured), (35 resist armour), 195 physical (195 total damage).
Azilaspadin the level 85 cornac adventurer was eviscerated to death by Belolrarin the snow giant chieftain on level 3 of Daikara.
Azilaspadin is no longer rampaging.
Azilaspadin is not cripple anymore.
Azilaspadin is not stunned anymore.
Azilaspadin deactivates Cleave.
Azilaspadin recovers sight.
Azilaspadin deactivates Mental Tyranny.
Azilaspadin deactivates Dreamforge.
Azilaspadin stops regenerating health quickly.
Azilaspadin deactivates Gesture of Pain.
Azilaspadin deactivates Numbing Poison.
Azilaspadin deactivates Beyond the Flesh.
Azilaspadin deactivates Crippling Poison.
Azilaspadin deactivates Gloom.
Azilaspadin deactivates Forge Shield.
Azilaspadin deactivates Striking Stance.
Azilaspadin deactivates Lacerating Strikes.
Azilaspadin deactivates Augmentation.
Azilaspadin stops bleeding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.