Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Sun-Mage 1.2.4Adds a new Celestial subclass proficient in the Celestial Talent Trees Sunlight, Radiance, Light and Chants and the Spell Talent Trees Phantasm, Fire, Wildfire and Divination The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcane and Arcane Disrupting Transmogrification Highlighting 1.2.3Changes the color of the highlight on Arcane and Arcane Disrupting items in the Transmogrification chest. Special thanks to Marson. Wouldn't have been able to get this addon going if it weren't for his help and tips throughout. Extra Dungeons 1.4.8In 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: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Moon-Mage 1.2.5Adds a new celestial subclass proficient in the Celestial Talent Trees Moonlight, Star Fury, Light and Hymns and the Spell Talent Trees Phantasm, Water, Nightfall and Divination. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Lunar Cultist 1.2.5Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass. More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Abomination |
Class | Forge Knight |
Level / Exp | 22 / 71% |
Size | gargantuan |
Lifes / Deaths | Killed by Nerireta the large brown snake at level 22 on the 19th Dusk 122nd year of Ascendancy at 19:18 2 / 3Killed by Cyrybrelaith the fox at level 22 on the 20th Dusk 122nd year of Ascendancy at 03:15 Killed by Ldisiari the shalore at level 22 on the 21st Dusk 122nd year of Ascendancy at 22:00 |
Primary Stats
Strength | 55 (base 29) |
Dexterity | 50 (base 39) |
Constitution | 66 (base 36) |
Magic | 33 (base 10) |
Willpower | 19 (base 10) |
Cunning | 29 (base 12) |
Resources
Life | 1026/1026 |
Stamina | 228/228 |
Paradox | 300 |
Healing Factor | 2.1817532043077 |
Regeneration | 61.875422022982 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -46.405451163366% |
Spell | 0% |
Global | +84.745762711864% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 13 |
See Stealth | 8 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 73 |
Accuracy | 44 |
Crit Chance | 50% |
APR | 25 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 73.69 (73.452380952381%) |
Defense | 29 |
Ranged Defense | 32 |
Fatigue | 20.023130715438 |
Physical Save | 47 |
Spell Save | 30 |
Mental Save | 47 |
Defense: Resistances
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 3% |
Fear Resistance | 17% |
Poison Resistance | 90% |
Blind Resistance | 100% |
Disarm Resistance | 54% |
Bleed Resistance | 0% |
Pinning Resistance | 56% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Armor forging | 1.40 |
| 4/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Technique / Weapon forging | 1.40 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Forge powers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Abomination | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Corruptionvice (0 def, 12 armour) Corruptionvice (0 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +12 Fatigue: +1% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +3% darkness / +3% cold Mental save: +25 (+8 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
On feet | Adyratira (0 def, 3 armour) Adyratira (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +3 Mag / +3 Wil / +1 Con Changes resistances: +6% acid / +3% physical Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +2.10 Healing mod.: +18% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Duviromilavor DuviromilavorPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Damage when hit (Melee): 14 fire Changes stats: +3 Str / +2 Con Changes resistances: +6% fire Blindness immunity: +23% Confusion immunity: +11% Maximum life: +30.00 Light radius: +8 See stealth: +8 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | reforged iron helm 'Stormrock' (3 def, 14.5 armour) reforged iron helm 'Stormrock' (3 def, 14.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +14 Defense: +3 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +3 Dex / +2 Mag / +6 Cun / +1 Con Changes resistances: +11% lightning / +3% all Physical save: +6 (+2 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +25.00 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Aribeth (0 def, 2 armour) Aribeth (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Damage (Melee): 8 arcane Changes stats: +4 Str / +9 Mag / +6 Wil / +3 Cun Changes resistances: +7% light / +7% darkness / +6% arcane Changes damage: +3% mind Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +15 (+5 eff.) Psi when hit: +0.04 Mindpower: +2 (+1 eff.) Infravision radius: +2 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Dazzleidol (dig speed 9 turns) Dazzleidol (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind * 15% chance to corrode armour Changes stats: +1 Str Changes resistances penetration: +5% light / +5% acid Changes damage: +3% acid / +7% fire / +7% mind / +9% light Mental save: +6 (+2 eff.) Maximum life: +22.00 Maximum stamina: +17.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Radiancestrider RadiancestriderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to blind Changes stats: +3 Str Changes damage: +9% acid / +15% light Life regen: +0.60 Maximum life: +40.00 Light radius: +1 Healing mod.: +12% Rings can have magical properties. |
On fingers | Barulathadur the copper ring Barulathadur the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Mag / +2 Wil / +1 Cun Changes resistances: +22% cold Changes damage: +11% cold Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +23% Life regen: +0.60 Maximum life: +67.00 See invisible: +3 Healing mod.: +12% Rings can have magical properties. |
Around neck | Urthylendil UrthylendilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Changes stats: +2 Con Changes resistances: +6% mind Changes resistances penetration: +5% physical Changes damage: +7% physical Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Blindness immunity: +14% Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
In main hand | Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +31.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +50.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | Ulfydas the rough leather belt Ulfydas the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Str / +4 Dex / +1 Mag / +4 Cun / +4 Con / +6 Lck Critical mult.: +7.00% Trap disarming bonus: +9 Stealth bonus: +6 Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In off hand | reforged Shocknull (7.5 def, 14 armour, 26-31.2 power, 111 block) reforged Shocknull (7.5 def, 14 armour, 26-31.2 power, 111 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +111 On weapon hit: * 40% chance to daze Damage (Melee): +12 acid / +13 light / +16 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to corrode armour * 13% chance to blind Damage when hit (Melee): 8 lightning Changes stats: +3 Mag / +12 Con Changes resistances: +13% acid / +8% fire / +12% light / +12% lightning Changes resistances penetration: +5% light Talent cooldown: Heave (-2 turns) Talents granted: +2 Banish +2 Block Physical save: +7 (+2 eff.) Spell save: +12 (+6 eff.) Disarm immunity: +17% Knockback immunity: +17% Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | reforged Iron Mail of Bloodletting (4.5 def, 14 armour) reforged Iron Mail of Bloodletting (4.5 def, 14 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +8% cold Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Powerful Strikes (-1 turn) Physical save: +11 (+4 eff.) Cut immunity: +17% Pinning immunity: +17% Stun/Freeze immunity: +17% Life regen: +2.60 Maximum life: +69.00 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. A suit of armour made of mail. |
Inventory
Torozilaneg TorozilanegInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Str Changes resistances: +14% lightning / +13% fire / +6% acid / +12% cold Changes resistances penetration: +5% blight Changes damage: +9% acid / +9% blight Stun/Freeze immunity: +24% Amulets can have magical properties. |
Ravenbore RavenborePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +9 Mag / +5 Wil / +2 Con Changes resistances penetration: +5% mind Changes damage: +6% mind Spell save: +20 (+10 eff.) Mental save: +20 (+6 eff.) Maximum stamina: +16.00 Maximum hate: +4.00 Spellpower: +7 (+3 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
forged iron greatmaul (26.8-40.2 power, 6 apr) forged iron greatmaul (26.8-40.2 power, 6 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.8 - 40.2 Uses stat: 127% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 105% Damage (Melee): +10 cold When wielded/worn: Changes damage: +7% light Massive two-handed mauls. |
reforged iron greatmaul 'Abyssradiance' (37.2-55.8 power, 6 apr) reforged iron greatmaul 'Abyssradiance' (37.2-55.8 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 37.2 - 55.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 105% When this weapon hits: Tidal Wave (10% chance level 3). On weapon crit: * splashes the target with acid Damage (Melee): +21 acid / +12 fire / +10 nature When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 16 fire Changes resistances: +3% fire Changes damage: +3% acid / +3% fire / +7% light Talent granted: +3 Ruin Disarm immunity: +28% Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
masterforged iron longsword (19.5-27.3 power, 7 apr) masterforged iron longsword (19.5-27.3 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.5 - 27.3 Uses stat: 112% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +4.5% Attack speed: 105% When this weapon hits: Lightning (15% chance level 4). When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 5% chance to disease Damage (Melee): +5 blight / +7 nature When wielded/worn: Changes damage: +6% light Talent granted: +2 Bone Grab Disease immunity: +13% Sharp, long, and deadly. |
plaguebringer's voratun longsword (43-60.2 power, 6 apr) plaguebringer's voratun longsword (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 7% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +12% Sharp, long, and deadly. |
reforged Erelydugen the iron longsword (18.5-25.9 power, 9 apr) reforged Erelydugen the iron longsword (18.5-25.9 power, 9 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 105% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +9 nature When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +5 Dex Changes damage: +6% nature Talent granted: +2 Ruin Reduces incoming crit damage: 15.00% Spellpower: +4 (+2 eff.) Sharp, long, and deadly. |
reforged Gorithad (25-35 power, 8 apr) reforged Gorithad (25-35 power, 8 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 25.0 - 35.0 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Disarm (15% chance level 2). Damage (Melee): +4 acid / +8 temporal / +18 nature / +10 mind / +4 arcane Burst (radius 2) on crit: +4 acid When wielded/worn: Armour penetration: +7 Changes stats: +1 Wil Changes resistances penetration: +7% physical Changes damage: +12% acid / +7% physical / +9% blight / +9% arcane / +6% lightning Sharp, long, and deadly. |
reforged Grinegobers the steel longsword (24.5-34.3 power, 8 apr) reforged Grinegobers the steel longsword (24.5-34.3 power, 8 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 24.5 - 34.3 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Earthen Missiles (15% chance level 4). On weapon hit: * 9% chance to disease Damage (Melee): +8 blight / +8 cold Burst (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +2 Str Changes damage: +6% physical Talent granted: +2 Ruin Physical save: +15 (+5 eff.) Maximum life: +20.00 Healing mod.: +5% Sharp, long, and deadly. |
forged iron waraxe (16-22.4 power, 7 apr) forged iron waraxe (16-22.4 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 107% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 105% When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +5% temporal One-handed war axes. |
insidious voratun waraxe (42-58.8 power, 6 apr) insidious voratun waraxe (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +29 insidious poison One-handed war axes. |
reforged Skullcleaver (27-37.8 power, 9 apr) reforged Skullcleaver (27-37.8 power, 9 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 27.0 - 37.8 Uses stat: 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 105% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage (Melee): +11 cold Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight / +7% fire Talent granted: +4 Pulverizing Auger One-handed war axes. |
Betylaith the Deepssmasher Betylaith the DeepssmasherCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 darkness Changes resistances: +15% acid Changes damage: +6% darkness Reduced damage from: +17% Summoned Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +5 Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
sand iron gauntlets of dexterity (+2) (0 def, 6 armour) sand iron gauntlets of dexterity (+2) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of light (+15%) (1 def, 0 armour) clarifying linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% light Changes damage: +10% light Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
forged iron helm (2 def, 7 armour) forged iron helm (2 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% fire / +13% cold Mental save: +9 (+3 eff.) Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +23.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Starqueen the iron helm (3 def, 11.5 armour) reforged Starqueen the iron helm (3 def, 11.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +4 Dex Changes resistances: +26% fire / +12% darkness / +14% mind Changes resistances penetration: +10% light Spell save: +20 (+10 eff.) Mental save: +23 (+7 eff.) Blindness immunity: +17% Disease immunity: +5% Cut immunity: +15% Confusion immunity: +37% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +25.00 Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Arcbile (5 def, 25.5 armour) reforged Arcbile (5 def, 25.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +26 Defense: +5 (+2 eff.) Fatigue: +9% Effects on melee hit: * 30% chance to daze * 40% chance to inflict damage reduction Changes stats: +4 Cun / +3 Wil Changes resistances: +20% lightning Changes resistances penetration: +5% lightning Talent cooldown: Cripple (-3 turns) Talents granted: +3 Blood Grasp +1 Power Catalyst: Magic Physical save: +27 (+9 eff.) Mental save: +13 (+4 eff.) Cut immunity: +17% Pinning immunity: +17% Stun/Freeze immunity: +17% Life regen: +2.10 Maximum life: +86.00 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36.4 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26-36.4 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.0 - 36.4 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
reforged Ichorzephyr, (7.5 def, 8 armour, 23.5-28.2 power, 58 block) reforged Ichorzephyr, (7.5 def, 8 armour, 23.5-28.2 power, 58 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.5 - 28.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +58 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +15% mind / +38% lightning Maximum wards: +2 lightning / +2 temporal / +3 blight / +2 fire / +2 cold Changes damage: +6% nature Talent cooldown: True Grit (-3 turns) Talents granted: +2 Block +3 Phantasmal Shield +1 Ward Spell save: +12 (+6 eff.) Mental save: +9 (+3 eff.) Poison immunity: +5% Disarm immunity: +17% Confusion immunity: +10% Pinning immunity: +15% Knockback immunity: +22% Handheld deflection devices. |
reforged Polothra the Shinehash (6 def, 14 armour, 16-19.2 power, 32.5 block) reforged Polothra the Shinehash (6 def, 14 armour, 16-19.2 power, 32.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +32 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 2) on crit: +12 light When wielded/worn: Armour: +14 Armour Hardiness: +6% Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +11% physical / +3% light / +22% blight / +8% fire / +23% nature Changes damage: +3% blight Talent granted: +1 Block Spell save: +11 (+5 eff.) Disarm immunity: +17% Knockback immunity: +17% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Handheld deflection devices. |
13 agate 13 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. |
400 alchemist agate 400 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
11 spinel 11 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 79.39 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 79.39 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
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. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Silarille [power 24] (29 cooldown) Silarille [power 24] (29 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +2 Con Grants telepathy: Dragon Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 24 and armour hardiness by 30%, putting all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 19] (27 cooldown) supercharged elm totem of thorny skin [power 19] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 19 and armour hardiness by 30%, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
5 ametrine 5 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. |
7 citrine 7 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. |
13 zircon 13 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 la brea tar pits the Abomination Forge Knight level 20
7th Flare 122nd year of Ascendancy at 00:40 see stats
By la brea tar pits the Abomination Forge Knight level 13
7th Mirth 122nd year of Ascendancy at 00:32 see stats
By la brea tar pits the Abomination Forge Knight level 10
6th Mirth 122nd year of Ascendancy at 03:36 see stats
By la brea tar pits the Abomination Forge Knight level 20
6th Flare 122nd year of Ascendancy at 01:38 see stats
By la brea tar pits the Abomination Forge Knight level 22
21st Dusk 122nd year of Ascendancy at 21:56 see stats
By la brea tar pits the Abomination Forge Knight level 15
10th Mirth 122nd year of Ascendancy at 18:25 see stats
By la brea tar pits the Abomination Forge Knight level 7
2nd Mirth 122nd year of Ascendancy at 15:08 see stats
By la brea tar pits the Abomination Forge Knight level 17
2nd Flare 122nd year of Ascendancy at 06:11 see stats
By la brea tar pits the Abomination Forge Knight level 21
8th Flare 122nd year of Ascendancy at 19:04 see stats
By la brea tar pits the Abomination Forge Knight level 18
5th Flare 122nd year of Ascendancy at 10:07 see stats
Log
La brea tar pits's projectile hits Ldisiari the shalore for 16 fire damage.
la brea tar pits damages herself through Martyrdom!
la brea tar pits hits Shadow for 16 lightning, 15 fire, 4 nature, , , , 12 arcane (47 total damage).
Shadow hits la brea tar pits for 12 physical, 1 lightning, 1 fire, 0 nature, 1 arcane (16 total damage).
Ekri the dwarf casts Soul Rot.
la brea tar pits damages herself through Martyrdom!
Ldisiari the shalore hits la brea tar pits for 3 fire damage.
Burning from La brea tar pits hits Ldisiari the shalore for 38 fire damage.
Ldisiari the shalore uses Willful Strike.
Ldisiari the shalore's mind surges with critical power!
La brea tar pits shrugs off the critical damage!
Ldisiari the shalore hits la brea tar pits for 210 physical damage.
la brea tar pits the level 22 abomination forge knight was impaled to death by Ldisiari the shalore on level 1 of Ambush!.
You have 2 life(s) left.
La brea tar pits has finished recovering.
The illusion covering La brea tar pits disappears.
La brea tar pits is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ldisiari the shalore killed la brea tar pits!
Resting starts...
Talent Block is ready to use.
Talent Powerful Strikes is ready to use.
Talent Searing Assault is ready to use.
Talent Rune: Shielding is ready to use.
Talent Vitality is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Saving done.