Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 26 / 21% |
Size | medium |
Lifes / Deaths | Killed by Porewen the skeleton magus at level 26 on the 4th Steel 123rd year of Ascendancy at 19:11 / 1 |
Primary Stats
Strength | 54 (base 49) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 10) |
Magic | 38 (base 30) |
Willpower | 48 (base 41) |
Cunning | 18 (base 10) |
Resources
Life | -221/737 |
Mana | 377/419 |
Equilibrium | 45 |
Healing Factor | 1.0405405405406 |
Regeneration | 0.26013513513516 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 115 |
Accuracy | 50 |
Crit Chance | 13% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 50 |
Crit Chance | 12% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Nature | +6% |
Acid | +3% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Defense: Base
Armour (hardiness) | 67.845232480873 (100%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 28 |
Physical Save | 37 |
Spell Save | 35 |
Mental Save | 34 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 12%( 70%) |
Physical | + 11%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Lightning | + 20%( 70%) |
Light | + 15%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 6%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 61% |
Confusion Resistance | 54% |
Stun Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 290 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Feedback | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Chant of Fortress |
talent | Shards |
detrimental effect | The target is on fire, taking 39.46 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Glorulaith the giant acid ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. | 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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ice ant stinger. * You've found the needed bear paw. | 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 failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Gleamfame the pair of hardened leather boots (0 def, 3 armour) Gleamfame the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +3 Changes stats: +4 Mag Changes resistances: +12% acid / +6% temporal Maximum life: +100.00 Light radius: +3 A pair of boots made of leather. |
Light source | brass lantern 'Zanyrach' brass lantern 'Zanyrach'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str Changes damage: +6% mind Physical save: +9 (+4 eff.) Knockback immunity: +10% Only die when reaching: -60.00 life Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Goda the Dayfear (1 def, 4 armour) Goda the Dayfear (1 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +15% light Changes resistances penetration: +15% physical Mental save: +6 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Falysin the Jetcrypt [power 400] (9/15 cooldown) Falysin the Jetcrypt [power 400] (9/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes damage: +6% darkness Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% It can be used to fire a magical bolt dealing 340 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 59% for 2 turns. * Heal for 74. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Xanoldabeth XanoldabethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+9 eff.) Physical power: +10 (+4 eff.) Armour: +4 Fatigue: -5% Changes resistances: +1% physical Changes resistances penetration: +5% physical Maximum encumbrance: +21 Maximum stamina: +10.00 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 113.85 You won the Ring of Blood trial, and this is your reward. |
Around neck | steel amulet 'Chamodumagas' steel amulet 'Chamodumagas'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 4 physical Changes resistances: +10% mind / +14% lightning Physical save: +12 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) Confusion immunity: +22% Stun/Freeze immunity: +22% Stamina each turn: +2.00 Only die when reaching: -60.00 life Amulets can have magical properties. |
In main hand | reinforced voratun shield of acid resistance (+15%) (0 def, 13 armour, 64-76.8 power, 235 block) reinforced voratun shield of acid resistance (+15%) (0 def, 13 armour, 64-76.8 power, 235 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +235 When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances: +15% acid Talent granted: +1 Block Handheld deflection devices. |
Around waist | rough leather belt 'Moldrazor' rough leather belt 'Moldrazor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +3% mind / +3% cold Changes damage: +3% acid / +6% nature Stealth bonus: +6 Only die when reaching: -60.00 life A belt that goes around your waist. |
In off hand | dwarven-steel shield of winter (0 def, 6 armour, 29-34.8 power, 82.5 block) dwarven-steel shield of winter (0 def, 6 armour, 29-34.8 power, 82.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (Melee): +12 cold When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +12% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour) spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Defense: +2 (+2 eff.) Changes stats: +3 Wil / +2 Mag Critical mult.: +13.00% Stealth bonus: +7 Spell save: +8 (+4 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant iron plate armour of the dragon (0 def, 7 armour) radiant iron plate armour of the dragon (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +7% acid / +6% physical / +11% darkness / +12% blight / +6% cold / +6% fire / +6% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +22% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -372; dur 6; cd 32) heroism infusion of the psychic (die at -372; dur 6; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -372 life. The duration and life will increase by 1% for every 1% life you have lost (currently 855 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 163; 12 cd) regeneration infusion of the duelist (heal 163; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 163 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 nature talent. |
wild infusion of the wizard (res 26%; mental; dur 4; cd 12) wild infusion of the wizard (res 26%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% 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 nature talent. |
wild infusion of the wizard (res 25%; physical; dur 4; cd 11) wild infusion of the wizard (res 25%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% 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 nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, light, temporal) Prismatic Rune (6 turns; blight, physical, light, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 3 physical, 5 light, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aerugawe AerugaweInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag / +7 Cun / +4 Con Changes resistances: +9% nature Reduces incoming crit damage: 15.00% Knockback immunity: +20% Amulets can have magical properties. |
clarifying copper amulet of magic (+2) clarifying copper amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
starlit gold amulet of mastery (0.15 Spell / Eldritch shield) starlit gold amulet of mastery (0.15 Spell / Eldritch shield)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% light / +13% darkness Talent mastery: +0.15 Spell / Eldritch shield Blindness immunity: +26% Amulets can have magical properties. |
copper ring 'Blazemire' copper ring 'Blazemire'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% lightning / +12% fire Changes resistances penetration: +5% light Changes damage: +3% mind Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Rings can have magical properties. |
copper ring 'Hanedrakath' copper ring 'Hanedrakath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Mag / +1 Wil Changes resistances: +22% lightning Changes damage: +11% lightning / +3% physical Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Flashwasp (24-38.4 power, 2 apr) Flashwasp (24-38.4 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random 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 Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 fire Damage against: +16% Unnatural When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +9 Str / +8 Dex / +7 Mag / +9 Wil / +5 Cun / +7 Con Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Pinning immunity: +10% Knockback immunity: +20% Combat speed: +10% Massive two-handed swords. |
balanced dwarven-steel longsword of enduring (21.5-30.1 power, 4 apr) balanced dwarven-steel longsword of enduring (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+8 eff.) Changes stats: +7 Wil / +7 Con Disarm immunity: +26% Maximum life: +33.00 Sharp, long, and deadly. |
Guwen the Murkkiller (22-30.8 power, 4 apr) Guwen the Murkkiller (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 50% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +6% darkness Changes resistances penetration: +9% physical Changes damage: +3% darkness One-handed war axes. |
rough leather belt 'Ulfelerak' rough leather belt 'Ulfelerak'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +6% acid / +2% physical / +3% nature / +6% darkness Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Branedin the linen cloak (1 def, 2 armour) Branedin the linen cloak (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +5 (+2 eff.) Armour: +2 Defense: +1 (+1 eff.) Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Rainstalker' (1 def, 0 armour) linen cloak 'Rainstalker' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 4 cold Changes stats: +4 Con Physical 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. |
resilient kruk cloak of implacability (0 def, 0 armour) resilient kruk cloak of implacability (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 A stylish kruk-style cloak, to look awesome. |
Scumscar the pair of iron boots (0 def, 3 armour) Scumscar the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Con / +4 Mag Changes resistances: +6% cold / +6% fire Changes damage: +6% nature Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voidcast the pair of iron boots (0 def, 3 armour) Voidcast the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 darkness Changes resistances: +6% mind / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +3% fire Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of spellbinding (0 def, 4 armour) pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Barylagund the hardened leather gloves (0 def, 2 armour) Barylagund the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 blight Changes stats: +4 Str / +1 Cun / +4 Con Changes resistances: +7% blight / +5% arcane Changes damage: +5% blight Only die when reaching: -60.00 life When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +10 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harygen the dwarven-steel gauntlets (0 def, 2 armour) Harygen the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +14.0% Armour: +2 Fatigue: +3% Damage (Melee): 10 mind Changes stats: +2 Dex Changes resistances: +7% mind Changes damage: +5% mind Critical mult.: +7.00% Physical save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +28% Spell crit. chance: +9% Mental crit. chance: +6% Light radius: +3 When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +7 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Scabking (0 def, 2 armour) Scabking (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +24 (+8 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 50% Damage (Melee): 10 acid Changes stats: +6 Dex Changes resistances: +6% acid Changes damage: +5% acid / +9% nature When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Yvyyatta' (0 def, 2 armour) hardened leather gloves 'Yvyyatta' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 arcane / 9 temporal Damage (Ranged): 5 temporal Changes stats: +8 Mag / +5 Wil Changes resistances: +7% arcane / +13% temporal Changes damage: +10% arcane / +7% temporal Spellpower: +4 (+2 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +19 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aryta (15 def, 3 armour) Aryta (15 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+11 eff.) Fatigue: +5% Changes stats: +2 Wil / +3 Cun / +1 Con Changes resistances: +3% nature Spell save: +3 (+1 eff.) Blindness immunity: +10% Pinning immunity: +20% Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betanor the rough leather cap (10 def, 1 armour) Betanor the rough leather cap (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Armour: +1 Defense: +10 (+8 eff.) Fatigue: +1% Changes stats: +3 Str / +7 Con Changes resistances penetration: +5% blight Spellpower: +15 (+7 eff.) A cap made of leather. |
Infernostinger (0 def, 1 armour) Infernostinger (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 fire Changes stats: +1 Mag / +3 Cun / +6 Con Changes resistances: +6% lightning / +6% temporal / +9% fire A cap made of leather. |
Zubelaith the Searspire (0 def, 3 armour) Zubelaith the Searspire (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% blight / +11% cold / +6% darkness / +6% nature Changes resistances penetration: +25% fire Changes damage: +12% acid Allows you to breathe in: water A cap made of leather. |
dwarven-steel helm 'Aryrek' (0 def, 11 armour) dwarven-steel helm 'Aryrek' (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +3 Armour: +11 Fatigue: +4% Changes stats: +4 Con Changes damage: +15% mind Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour) stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - 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 Con Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +12 (+6 eff.) A suit of armour made of mail. |
Stormwaker (0 def, 4 armour, 19-22.8 power, 42 block) Stormwaker (0 def, 4 armour, 19-22.8 power, 42 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 On weapon hit: * 20% chance to reduce all saves and defense by 23 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 13 lightning / 6 fire Damage when hit (Melee): 5 lightning / 1 fire Changes resistances penetration: +5% lightning Changes damage: +6% mind Talent granted: +1 Block Maximum life: +52.00 Handheld deflection devices. |
swashbuckler's iron shield (0 def, 2 armour, 8-9.6 power, 22 block) swashbuckler's iron shield (0 def, 2 armour, 8-9.6 power, 22 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +8% Changes stats: +2 Str / +2 Dex Talent granted: +1 Block Handheld deflection devices. |
9 agate 9 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. |
242 alchemist agate 242 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arthulin the Ashnigh (dig speed 19 turns) Arthulin the Ashnigh (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +25% fire Only die when reaching: -40.00 life Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Charge's kiss (dig speed 38 turns) Charge's kiss (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +11% nature / +15% cold Changes resistances penetration: +5% lightning Changes damage: +6% nature / +9% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emuma (dig speed 36 turns) Emuma (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Defense: +15 (+11 eff.) Fatigue: -5% Changes stats: +3 Str / +1 Dex Changes resistances: +3% acid Changes resistances penetration: +5% physical Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gloronor the Airfury (dig speed 30 turns) Gloronor the Airfury (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun / +1 Con Changes resistances: +9% lightning Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald 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. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'Nilaith the brass lantern Ce'Nilaith the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes damage: +9% mind Critical mult.: +20.00% Maximum life: +42.00 Mindpower: +5 (+2 eff.) Light radius: +3 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. |
Flashthorn FlashthornInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Wil / +2 Cun Changes resistances: +6% fire Changes damage: +6% mind Light radius: +3 See invisible: +3 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 88% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 Activation costs 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) Activation costs 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. |
Blindfist [power 175] (9/15 cooldown) Blindfist [power 175] (9/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+8 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +3 Con Changes resistances: +3% darkness Changes damage: +3% physical It can be used to blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Layythra [power 110] (9/15 cooldown) Layythra [power 110] (9/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +6 Con Maximum stamina: +10.00 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 94 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+6 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 54 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
16 ametrine 16 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. |
14 citrine 14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Dulooh the Drem Stone Warden level 16
2nd Wealth 122nd year of Ascendancy at 21:12 see stats
By Dulooh the Drem Stone Warden level 20
15th Dearth 122nd year of Ascendancy at 19:33 see stats
By Dulooh the Drem Stone Warden level 26
17th Iron 123rd year of Ascendancy at 01:46 see stats
By Dulooh the Drem Stone Warden level 10
18th Profit 122nd year of Ascendancy at 05:40 see stats
By Dulooh the Drem Stone Warden level 20
12nd Dearth 122nd year of Ascendancy at 13:47 see stats
By Dulooh the Drem Stone Warden level 17
24th Wealth 122nd year of Ascendancy at 00:39 see stats
By Dulooh the Drem Stone Warden level 20
13rd Dearth 122nd year of Ascendancy at 21:10 see stats
By Dulooh the Drem Stone Warden level 10
18th Profit 122nd year of Ascendancy at 21:54 see stats
By Dulooh the Drem Stone Warden level 7
1st Profit 122nd year of Ascendancy at 18:05 see stats
By Dulooh the Drem Stone Warden level 23
1st Shortage 122nd year of Ascendancy at 23:30 see stats
By Dulooh the Drem Stone Warden level 23
19th Dearth 122nd year of Ascendancy at 03:30 see stats
By Dulooh the Drem Stone Warden level 16
39th Profit 122nd year of Ascendancy at 07:16 see stats
Log
Dulooh is less armoured.
Shield of Light hits Porewen the skeleton magus for 15 healing, 15 healing (0 total damage) [30 healing].
Dulooh receives 1 healing.
Stone Vine from Dulooh hits Porewen the skeleton magus for 22 nature, 9 arcane (31 total damage).
Dulooh activates Stone Skin.
Porewen the skeleton magus casts Flame.
Dulooh is on fire!
Porewen the skeleton magus hits Dulooh for (47 resonance), 47 fire (47 total damage).
Burning from Porewen the skeleton magus hits Dulooh for (19 resonance), 19 fire (19 total damage).
Shield of Light hits Porewen the skeleton magus for 15 healing, 15 healing (0 total damage) [30 healing].
Dulooh receives 4 healing.
Stone Vine from Dulooh hits Porewen the skeleton magus for 22 nature, 9 arcane (31 total damage).
Dulooh uses Conversion.
Dulooh receives 117 healing from Conversion.
Talent Eldritch Blow is ready to use.
Talent Eldritch Fury is ready to use.
Burning from Porewen the skeleton magus hits Dulooh for (19 resonance), 19 fire (19 total damage).
Shield of Light hits Porewen the skeleton magus for 15 healing, 15 healing (0 total damage) [30 healing].
Dulooh receives 2 healing.
Stone Vine from Dulooh hits Porewen the skeleton magus for 22 nature, 9 arcane (31 total damage).
Porewen the skeleton magus casts Brandish.
Porewen the skeleton magus starts to bleed black blood.
Dulooh counter attacks Porewen the skeleton magus with his shield shards!
Porewen the skeleton magus slows down.
Your resonance field crumbles under the damage!
The psychic field around Dulooh crumbles.
Saving game...