Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 25 / 84% |
Size | gargantuan |
Lifes / Deaths | Killed by bloated horror at level 11 on the 40th Dusk 122nd year of Ascendancy at 21:26 0 / 8Killed by Emille the master vampire at level 18 on the 44th Haze 122nd year of Ascendancy at 03:50 Killed by Emurathra the multi-hued drake hatchling at level 19 on the 46th Haze 122nd year of Ascendancy at 08:45 Killed by Poloriathra the entrenched horror at level 21 on the 68th Haze 122nd year of Ascendancy at 22:46 Killed by Lisylenor the ink squid at level 22 on the 70th Haze 122nd year of Ascendancy at 12:10 Killed by Xanuldathra the greater teluvorta at level 24 on the 80th Haze 122nd year of Ascendancy at 06:16 Killed by Yveta the greater telugoroth at level 24 on the 80th Haze 122nd year of Ascendancy at 14:43 Killed by Adedabeth the ogre guard at level 25 on the 10th Decay 122nd year of Ascendancy at 08:46 |
Primary Stats
Strength | 51 (base 31) |
Dexterity | 17 (base 10) |
Constitution | 36 (base 24) |
Magic | 71 (base 55) |
Willpower | 24 (base 10) |
Cunning | 35 (base 14) |
Resources
Life | -302/786 |
Insanity | 2/100 |
Healing Factor | 0.37113857016772 |
Regeneration | 0.87217563989415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 31.051968732286 |
See Invisible | 31.051968732286 |
Offense: Mainhand
Damage | 56 |
Accuracy | 49 |
Crit Chance | 13% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Nature | +39% |
Fire | +18% |
Blight | +17% |
Physical | +27% |
Mind | +26% |
All | +12% |
Offense: Damage Penetration
Blight | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 29 (45%) |
Defense | 27 |
Ranged Defense | 32 |
Fatigue | 13 |
Physical Save | 48 |
Spell Save | 37 |
Mental Save | 21 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 51%( 70%) |
All | + 44%( 70%) |
Lightning | + 62%( 70%) |
Light | + 48%( 70%) |
Temporal | + 52%( 70%) |
Physical | + 49%( 70%) |
Fire | + 57%( 70%) |
Mind | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (3/3)
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 466 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 562 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortress |
detrimental effect | Huge cut that bleeds, doing 77.18 physical damage per turn and decreasing all heals received by 82%. Deep Wound |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
beneficial effect | Can walk through walls and quake every turn, 12% more damage and 12% more resistances. Overgrowth |
beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 116. | 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. | 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 warg claw. * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * '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.' * You've found the needed orc heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unlighttyphoon (0 def, 3 armour) Unlighttyphoon (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% lightning / +14% temporal / +5% arcane Changes damage: +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Geselravea the alchemist's lamp Geselravea the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +3 Str / +2 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +7% blight Changes resistances penetration: +7% all Changes damage: +8% mind Life regen: +1.90 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Gloreda' (0 def, 3 armour) hardened leather cap 'Gloreda' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Changes stats: +5 Str / +4 Dex / +4 Cun Changes resistances: +9% acid / +6% light / +11% fire / +7% lightning / +11% cold Disarm immunity: +10% Pinning immunity: +10% A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +5 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 43%. Rings can have magical properties. |
On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical power: +6 (+2 eff.) Defense: +9 (+5 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | Porebrethra the Carrionresolve Porebrethra the CarrionresolveCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature / 8 physical Changes stats: +4 Dex / +5 Cun / +7 Lck Trap disarming bonus: +8 Stealth bonus: +8 Physical save: +30 (+10 eff.) Stamina each turn: +0.40 Maximum stamina: +20.00 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Turaroddagas (33.5-46.9 power, 4 apr) Turaroddagas (33.5-46.9 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 temporal / +12 darkness / +13 nature Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes resistances penetration: +5% blight Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
On hands | dwarven-steel gauntlets 'Morbusstreak' (0 def, 2 armour) dwarven-steel gauntlets 'Morbusstreak' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 mind Changes resistances: +7% mind Changes damage: +6% mind / +27% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Velussra (12 def, 12 armour) Velussra (12 def, 12 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +2 Con Changes resistances: +18% lightning Changes damage: +15% physical Only die when reaching: -40.00 life Maximum life: +20.00 A suit of armour made of leather. |
Cloak | Aressra the Sunstreaker (2 def, 0 armour) Aressra the Sunstreaker (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Mag / +2 Wil / +4 Cun / +2 Con Changes resistances: +12% fire Changes damage: +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 4/40) : Effective talent level: 2.0 Power cost: 36 out of 4/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
movement infusion of the wizard (605% speed; 5 turns) movement infusion of the wizard (605% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 201 over 5 turns) regeneration infusion (heal 201 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 302 over 5 turns) regeneration infusion of the duelist (heal 302 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 374 over 5 turns) regeneration infusion of the wizard (heal 374 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure magical, physical) wild infusion of the wizard (resist 21%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns) Rune of the Rift (246.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 276.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
biting gale rune (28 cold damage; freeze 3 turns with power 15) biting gale rune (28 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 28.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
Betimira the Glitterbolt Betimira the GlitterboltInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Wil Changes resistances: +10% cold / +12% fire Grants telepathy: Demon/Minor Demon/Major Light radius: +1 Infravision radius: +3 Amulets can have magical properties. |
Blindsweep the steel amulet Blindsweep the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +7 Lck / +5 Wil Changes resistances penetration: +15% light Critical mult.: +10.00% Equilibrium when hit: +0.20 Heals friendly targets nearby when you use a nature summon: +20 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Cyratta the Dusksear Cyratta the DusksearCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +9% darkness Grants telepathy: Dragon Critical mult.: +5.00% Life regen: +0.90 Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-6 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Rotbrawn RotbrawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% nature Changes damage: +6% nature Maximum vim: +30.00 Spellpower: +2 (+1 eff.) Amulets can have magical properties. |
steel amulet 'Fogthorn' steel amulet 'Fogthorn'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Mag Changes resistances penetration: +25% physical Changes damage: +5% acid / +12% physical / +4% fire / +5% cold / +5% lightning Physical save: +9 (+3 eff.) Stamina each turn: +0.80 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Fulurand the Hellvengeance Fulurand the HellvengeanceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% light / +15% fire Changes resistances penetration: +25% fire Changes damage: +6% light / +15% fire Mental save: +8 (+4 eff.) Rings can have magical properties. |
Porywyn the Airsin Porywyn the AirsinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +18% lightning / +9% fire Changes resistances penetration: +10% lightning Changes damage: +18% lightning Rings can have magical properties. |
Skybane the steel ring Skybane the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +21% acid / +24% nature / +24% lightning Changes resistances penetration: +20% lightning / +10% acid Changes damage: +12% nature Rings can have magical properties. |
Ximina the Stardream Ximina the StardreamInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag Changes resistances: +20% light Mental save: +7 (+3 eff.) Confusion immunity: +26% Light radius: +1 Rings can have magical properties. |
gold ring 'Adyldatha' gold ring 'Adyldatha'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +9% temporal Changes damage: +12% temporal Spellpower: +7 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
mule's gold ring of tenacity mule's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Disarm immunity: +31% Pinning immunity: +32% Knockback immunity: +29% Maximum life: +25.00 Rings can have magical properties. |
rogue's steel ring of the mind (+12%) rogue's steel ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
titan's steel ring of nature (+22%) titan's steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 (+1 eff.) Rings can have magical properties. |
Malozilanik the Lustreshear (40.5-60.75 power, 2 apr) Malozilanik the Lustreshear (40.5-60.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +12 fire When wielded/worn: Changes damage: +3% light Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
Blindclash (13-16.9 power, 6 apr) Blindclash (13-16.9 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +6 cold When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes resistances: +3% mind Disarm immunity: +16% Light radius: +2 Sharp, short and deadly. |
stralite greatmaul 'Elenagodil' (54.5-81.75 power, 3 apr) stralite greatmaul 'Elenagodil' (54.5-81.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * 10 arcane resource burn Damage (Melee): +14 temporal / +14 nature When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +13 (+7 eff.) Changes stats: +5 Dex Changes resistances: +15% blight / +5% arcane Disarm immunity: +28% Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Phlegmobsidian the stralite mace (42-58.8 power, 5 apr) Phlegmobsidian the stralite mace (42-58.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +13 lightning When wielded/worn: Changes resistances: +9% nature / +6% blight Changes damage: +3% blight Blunt and deadly. |
Duathelquarry the steel waraxe (18.5-25.9 power, 3 apr) Duathelquarry the steel waraxe (18.5-25.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * cripple the target Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +5.0% Maximum mana: +60.00 One-handed war axes. |
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. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 277, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Grinidir (1 def, 0 armour) Grinidir (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% lightning / +6% darkness / +3% blight / +3% fire / +5% arcane Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poryvena (3 def, 3 armour) Poryvena (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% blight Spell save: +12 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorchswift the pair of rough leather boots (2 def, 1 armour) Scorchswift the pair of rough leather boots (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% Changes stats: +6 Str / +2 Con Changes damage: +12% fire See invisible: +9 A pair of boots made of leather. |
Stardash the pair of rough leather boots (3 def, 1 armour) Stardash the pair of rough leather boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances penetration: +25% light / +20% mind Changes damage: +6% light Hate when firing a critical mind attack: +1.00 A pair of boots made of leather. |
pair of iron boots 'Ebonymonster' (0 def, 3 armour) pair of iron boots 'Ebonymonster' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +7% lightning / +12% temporal / +5% arcane / +9% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkquarry (0 def, 1 armour) Murkquarry (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 4 darkness Changes resistances: +3% nature / +6% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Glitterdredge' (0 def, 7 armour) rough leather gloves 'Glitterdredge' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes damage: +27% light / +4% physical Light radius: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Lisinn' (0 def, 6 armour) rough leather gloves 'Lisinn' (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes resistances: +6% blight / +1% physical / +3% temporal Changes damage: +3% physical Spell save: +9 (+4 eff.) Blindness immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinaldann the iron helm (0 def, 3 armour) Eilinaldann the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Mag Critical mult.: +5.00% Spell save: +3 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Viperstinger (0 def, 3 armour) Viperstinger (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +1 Dex Changes resistances: +7% lightning / +5% temporal / +3% physical Changes damage: +6% nature Physical save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zubilessra' (6 def, 13 armour) dwarven-steel helm 'Zubilessra' (6 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +6 Armour: +13 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +8% cold Changes resistances penetration: +15% physical Allows you to breathe in: water Physical save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Pinning immunity: +10% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Glowseam' (1 def, 0 armour) linen wizard hat 'Glowseam' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Changes resistances: +9% acid Equilibrium when hit: +0.70 Psi when hit: +1.00 Hate when hit: +0.70 A pointy cloth hat, very wizardly... |
linen wizard hat 'Serpentrace' (1 def, 0 armour) linen wizard hat 'Serpentrace' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Str / +2 Wil Changes damage: +6% nature Psi each turn: +0.13 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 75.77 physical damage, inflicting bleeding for another 37.88 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
6 agate 6 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. |
282 alchemist agate 282 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Getuzor the dwarven-steel pickaxe (dig speed 21 turns) Getuzor the dwarven-steel pickaxe (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Armour: +12 Changes stats: +4 Str / +3 Cun Changes resistances penetration: +5% physical Critical mult.: +3.00% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Ivegavea IvegaveaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Str / +2 Dex / +2 Mag Grants telepathy: Humanoid/Orc Physical save: +10 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Light radius: +2 Infravision radius: +1 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. |
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 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 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 130.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 130.94 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 178 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 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. |
10 zircon 10 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 Aefihel the Ogre Writhing One level 22
70th Haze 122nd year of Ascendancy at 22:11 see stats
By Aefihel the Ogre Writhing One level 13
73rd Dusk 122nd year of Ascendancy at 16:55 see stats
By Aefihel the Ogre Writhing One level 20
67th Haze 122nd year of Ascendancy at 06:18 see stats
By Aefihel the Ogre Writhing One level 22
70th Haze 122nd year of Ascendancy at 22:38 see stats
By Aefihel the Ogre Writhing One level 10
38th Dusk 122nd year of Ascendancy at 00:45 see stats
By Aefihel the Ogre Writhing One level 20
64th Haze 122nd year of Ascendancy at 22:21 see stats
By Aefihel the Ogre Writhing One level 9
14th Dusk 122nd year of Ascendancy at 01:56 see stats
By Aefihel the Ogre Writhing One level 17
36th Haze 122nd year of Ascendancy at 13:11 see stats
By Aefihel the Ogre Writhing One level 22
70th Haze 122nd year of Ascendancy at 22:11 see stats
By Aefihel the Ogre Writhing One level 18
44th Haze 122nd year of Ascendancy at 03:14 see stats
By Aefihel the Ogre Writhing One level 5
78th Pyre 122nd year of Ascendancy at 09:00 see stats
By Aefihel the Ogre Writhing One level 22
70th Haze 122nd year of Ascendancy at 22:11 see stats
By Aefihel the Ogre Writhing One level 16
22nd Haze 122nd year of Ascendancy at 16:39 see stats
By Aefihel the Ogre Writhing One level 24
80th Haze 122nd year of Ascendancy at 02:29 see stats
By Aefihel the Ogre Writhing One level 15
17th Haze 122nd year of Ascendancy at 07:17 see stats
By Aefihel the Ogre Writhing One level 24
80th Haze 122nd year of Ascendancy at 14:43 see stats
Log
Bloated horror uses Mind Sear.
Bloated horror's mind surges with critical power!
Weakness Disease from Worm that walks (servant of Aefihel) hits Gloreyanor the mean looking elven guard for 10 blight damage.
Bleeding from Aefihel hits Gloreyanor the mean looking elven guard for 1 physical damage.
Bleeding from Aefihel hits Mean looking elven guard for 1 physical damage.
Dissolved Face from Aefihel hits Elven warrior for 31 darkness damage.
Dissolved Face from Aefihel hits Isath the ogre warmaster for 31 darkness damage.
Rotting Disease from Aefihel hits Gloreyanor the mean looking elven guard for 31 blight damage.
Dissolved Face from Aefihel hits Mean looking elven guard for 30 darkness damage.
Dissolved Face from Aefihel hits Elven guard for 30 darkness damage.
Dissolved Face from Aefihel hits Gloreyanor the mean looking elven guard for 37 darkness, 50 blight (87 total damage).
Bloated horror hits Aefihel for 380 mind damage.
Bloated horror misses Gloreyanor the mean looking elven guard.
Deep Wound from Gloreyanor the mean looking elven guard hits Aefihel for 47 physical damage.
Worm that walks (servant of Gloreyanor the mean looking elven guard) HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Bloated horror for 17 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks (servant of Gloreyanor the mean looking elven guard) for 0 blight, 1 healing (0 total damage) [1 healing].
Gloreyanor the mean looking elven guard receives 13 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Bloated horror for 17 blight damage.
Aefihel receives 3 healing from Carrion worm mass's wormblight area effect.
Bleeding from Aefihel hits Worm that walks (servant of Gloreyanor the mean looking elven guard) for 1 physical damage.
Gloreyanor the mean looking elven guard performs a melee critical strike against Aefihel!
Aefihel hits Gloreyanor the mean looking elven guard for 9 darkness, 7 physical, 7 nature, 4 arcane, 9 darkness, 8 physical, 7 nature, 4 arcane (55 total damage).
Gloreyanor the mean looking elven guard hits Aefihel for 77 physical, 48 darkness (125 total damage).
Aefihel casts Overgrowth.
Aefihel suddently grows.
Aefihel receives 67 healing.
Mean looking elven guard stops bleeding.
Saving game...