Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Possessor Bonus Class 1.5.4Donators/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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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 Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 22 / 30% |
Size | big |
Lifes / Deaths | Killed by Vorolle the xorn at level 22 on the 59th Regrowth 123rd year of Ascendancy at 01:58 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 64 (base 49) |
Dexterity | 43 (base 34) |
Constitution | 21 (base 10) |
Magic | 10 (base 10) |
Willpower | 28 (base 22) |
Cunning | 16 (base 13) |
Resources
Life | -64/764 |
Stamina | 50/208 |
Equilibrium | 0 |
Healing Factor | 1.5063874345549 |
Regeneration | 36.156096693847 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +976.66666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 21.855343200023 |
See Invisible | 21.855343200023 |
Offense: Mainhand
Damage | 91 |
Accuracy | 39 |
Crit Chance | 18% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | 21 |
Accuracy | 39 |
Crit Chance | 21% |
APR | 5 |
Speed | 0.91 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Physical | +6% |
Light | +18% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Light | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 21 (38.536585365854%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 1.669446550417 |
Physical Save | 33 |
Spell Save | 24 |
Mental Save | 20 |
Defense: Resistances
Nature | + 29%( 70%) |
Cold | + 61%( 70%) |
Light | + 6%( 70%) |
Temporal | 0%( 70%) |
Blight | + 20%( 70%) |
Arcane | 0%( 70%) |
Fire | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 64% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 366% 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 Cunning stat. |
Class Talents
Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
talent | Trained Reactions |
beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 23.15, and stamina regeneration by 4.63. Bloodbath |
detrimental effect | The target is disabled, reducing movement speed by 23% and accuracy by 17. Disable |
beneficial effect | You gain 17% resistance against cold. Resolve |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 51%. Exhaustion |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Parrying melee and ranged attacks: Has a 27% chance to deflect up to 10 damage from the next 1.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 failed to protect the lone alchemist from death by Eilinanor the large white snake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Evasion (+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 Disengage (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. 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 fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within1 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 | Sulfurserpent the pair of rough leather boots (0 def, 1 armour) Sulfurserpent the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +1 Cun / +2 Dex Changes resistances: +9% nature Changes resistances penetration: +5% nature Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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 | Brenebers the dwarven-steel helm (0 def, 4 armour) =stun 40 conf 20= Brenebers the dwarven-steel helm (0 def, 4 armour) =stun 40 conf 20=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +6 Dex Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Disarm immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +40% Skullcracker multiplicator: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Effects when hit in melee: * 16% chance to reduce effective powers by 20% * 24 arcane resource burn Changes stats: +2 Dex Spell save: +10 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glitteroblivion [power 43] (18 cooldown) Glitteroblivion [power 43] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +6% light Changes resistances penetration: +15% light Changes damage: +18% light It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Elenethad the steel ring Elenethad the steel ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Con / +2 Mag Changes resistances: +24% cold Changes damage: +12% cold Physical save: +6 (+3 eff.) Life regen: +0.60 Maximum life: +50.00 Infravision radius: +3 Healing mod.: +12% Rings can have magical properties. |
On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Around neck | Belagaba the Tempestbane Belagaba the TempestbaneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +10% arcane Changes damage: +6% physical Mana when firing critical spell: +2.00 Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
In main hand | thought-forged dwarven-steel mace of projection (26-36.4 power, 4 apr) thought-forged dwarven-steel mace of projection (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 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% On weapon hit: * 14% chance to cause random gloom * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +13 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Blunt and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | iron dagger of crippling (11-14.3 power, 5 apr) iron dagger of crippling (11-14.3 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
Cloak | marshal's linen cloak of implacability (1 def, 0 armour) marshal's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Physical save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +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 | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
wild infusion of the warrior (resist 32%; cure physical) wild infusion of the warrior (resist 32%; cure physical)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: 20 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 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 11; dur 18; see animal)vision rune (radius 11; dur 18; see animal) 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: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 14) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any animal around. 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. |
Harerogar the Murkburst Harerogar the MurkburstInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -2% Changes stats: +5 Wil / +4 Con Changes resistances: +12% lightning / +6% darkness Stun/Freeze immunity: +22% Light radius: +2 Amulets can have magical properties. |
Tarradir the Hellsgore Tarradir the HellsgoreInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Lck Changes resistances: +13% blight / +14% fire / +11% nature / +12% cold Changes damage: +3% darkness / +3% fire Poison immunity: +22% Disease immunity: +20% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
cleansing copper amulet of dexterity (+3) cleansing copper amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% nature / +12% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +23% Amulets can have magical properties. |
steel amulet 'Silyrialle' steel amulet 'Silyrialle'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +2 Cun / +5 Wil Changes resistances: +10% cold / +12% fire / +7% physical Mental save: +7 (+4 eff.) Confusion immunity: +13% Stamina each turn: +0.40 Mindpower: +5 (+2 eff.) Infravision radius: +1 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-6 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Obsidianmark ObsidianmarkInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +40% lightning / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +20% lightning / +3% darkness Mindpower: +8 (+4 eff.) Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +27% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +23.00 Rings can have magical properties. |
treant's copper ring treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
Tulydil the Smoldercut (17-23.8 power, 3 apr) Tulydil the Smoldercut (17-23.8 power, 3 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 8% chance to daze at end of turn When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Armour: +4 Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Changes damage: +15% fire Maximum stamina: +10.00 Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+4 eff.) It can be used to activate talent Battle Call (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Kilnkiller' (15-18 power, 3 apr, cold element)ash magestaff 'Kilnkiller' (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Armour: +4 Changes resistances: +5% arcane / +3% temporal Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Poison immunity: +5% Stun/Freeze immunity: +25% Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Airwaker the hardened leather belt Airwaker the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +5 Dex / +4 Cun / +4 Con / +6 Lck Trap disarming bonus: +9 Stealth bonus: +8 Physical save: +15 (+7 eff.) Maximum psi: +40.00 Mindpower: +4 (+2 eff.) Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +10 Size category: +1 A belt that goes around your waist. |
Elama the Murkblood Elama the MurkbloodInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +3% darkness Maximum life: +35.00 A belt that goes around your waist. |
Tarrokath TarrokathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% nature / +6% acid Spell save: +12 (+6 eff.) Poison immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +20% Size category: +1 A belt that goes around your waist. |
Dairazilagogar the linen cloak (1 def, 0 armour) Dairazilagogar the linen cloak (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 (+0 eff.) Fatigue: -2% Changes stats: +4 Cun Grants telepathy: Dragon Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blasthunter' (4 def, 6 armour) linen cloak 'Blasthunter' (4 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Str / +3 Con Changes resistances: +10% cold Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duskspiker the pair of iron boots (11 def, 3 armour) Duskspiker the pair of iron boots (11 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: +11 (+5 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness / +21% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hydil (0 def, 1 armour) Hydil (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -8% Damage when hit (Melee): 12 acid Changes stats: +4 Cun / +3 Dex Changes resistances: +6% acid Changes damage: +3% acid Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Polyrenn (0 def, 7 armour) Polyrenn (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +7 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +43 (+17 eff.) Mental save: +13 (+7 eff.) Maximum life: +20.00 A pair of boots made of leather. |
pair of hardened leather boots 'Camyran' (11 def, 13 armour) =armor, life= pair of hardened leather boots 'Camyran' (11 def, 13 armour) =armor, life=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Armour: +13 Defense: +11 (+5 eff.) Ranged Defense: +11 (+5 eff.) Fatigue: +3% Only die when reaching: -60.00 life A pair of boots made of leather. |
pair of iron boots 'Emelumina' (0 def, 8 armour) pair of iron boots 'Emelumina' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +2% Changes stats: +2 Str Critical mult.: +3.00% Physical save: +3 (+2 eff.) Maximum stamina: +10.00 Infravision radius: +2 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dagubers the dwarven-steel gauntlets (0 def, 5 armour) Dagubers the dwarven-steel gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +1 Wil Changes resistances: +6% mind / +24% lightning Mental save: +8 (+4 eff.) Silence immunity: +20% Maximum life: +45.00 Mental crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
Hettylatharand the rough leather gloves (0 def, 3 armour) Hettylatharand the rough leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Changes stats: +3 Str Changes resistances: +6% light Reduces incoming crit damage: 15.00% Mental save: +20 (+10 eff.) Poison immunity: +10% Disarm immunity: +15% Pinning immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyorder (0 def, 2 armour) Skyorder (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 20 arcane resource burn Damage when hit (Melee): 12 lightning Changes resistances: +6% acid / +12% lightning Spell save: +11 (+6 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tezilarain the rough leather gloves (0 def, 1 armour) Tezilarain the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex Changes resistances: +9% blight / +9% fire Spell save: +3 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Adina' (0 def, 2 armour) hardened leather gloves 'Adina' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 fire Changes stats: +4 Str / +3 Dex / +2 Wil Changes resistances: +7% fire Changes damage: +3% fire Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emaserin the linen wizard hat (1 def, 0 armour) =10 dmg= Emaserin the linen wizard hat (1 def, 0 armour) =10 dmg=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +1 Con Changes resistances: +12% physical / +3% temporal Changes damage: +10% physical Spell save: +3 (+2 eff.) Stamina each turn: +0.20 A pointy cloth hat, very wizardly... |
Emeloth the Chargeobsidian (2 def, 0 armour) Emeloth the Chargeobsidian (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes stats: +4 Cun Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +15% nature Changes damage: +12% lightning Mental save: +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Gloompain the hardened leather cap (0 def, 3 armour) Gloompain the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +3 Str / +3 Con Changes resistances: +18% darkness Changes resistances penetration: +10% nature Physical save: +5 (+3 eff.) Mental save: +7 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xeradhetha the Glimmerslice (0 def, 3 armour) Xeradhetha the Glimmerslice (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% Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +3 Con Changes resistances: +3% lightning Changes damage: +3% lightning Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Lisossra' (0 def, 13 armour) =18 dmg= hardened leather cap 'Lisossra' (0 def, 13 armour) =18 dmg=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +3 Con Changes damage: +18% physical Physical save: +38 (+15 eff.) Mental save: +8 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
prismatic iron helm of the depths (0 def, 3 armour) =wb= prismatic iron helm of the depths (0 def, 3 armour) =wb=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold / +11% light / +10% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Maluyon' (3 def, 1 armour) =80 life= rough leather cap 'Maluyon' (3 def, 1 armour) =80 life=Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% blight / +6% nature / +6% mind Only die when reaching: -80.00 life Maximum stamina: +10.00 A cap made of leather. |
11 agate 11 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. |
338 alchemist agate 338 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
6 opal 6 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Yvowen' (dig speed 15 turns) dwarven-steel pickaxe 'Yvowen' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3 Cun / +2 Str Changes resistances: +7% darkness / +6% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +30 (+15 eff.) Equilibrium when hit: +0.20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emavena the brass lantern Emavena the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +2 Dex Grants telepathy: Dragon Critical mult.: +5.00% Mental crit. chance: +2% Light radius: +5 See invisible: +6 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (81 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Vorymitira the alchemist's lamp Vorymitira the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +18% lightning / +6% cold / +5% arcane Physical save: +7 (+4 eff.) Disarm immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +15% Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Toruregokor' =future is bright= alchemist's lamp 'Toruregokor' =future is bright=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Armour: +4 Changes resistances: +3% physical Physical save: +39 (+15 eff.) Stamina each turn: +0.20 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 176 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. |
overpowered dwarven-steel torque of thermal psionic shield [power 117] (26 cooldown) overpowered dwarven-steel torque of thermal psionic shield [power 117] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 117 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of thorny skin [power 31] (13 cooldown) quick yew totem of thorny skin [power 31] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 50%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz 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. |
4 ametrine 4 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. |
8 citrine 8 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Blackwater Park the Krog Marauder level 22
54th Regrowth 123rd year of Ascendancy at 23:32 see stats
By Blackwater Park the Krog Marauder level 10
34th Dusk 122nd year of Ascendancy at 21:15 see stats
By Blackwater Park the Krog Marauder level 19
26th Regrowth 123rd year of Ascendancy at 10:22 see stats
By Blackwater Park the Krog Marauder level 10
34th Dusk 122nd year of Ascendancy at 21:14 see stats
By Blackwater Park the Krog Marauder level 20
26th Regrowth 123rd year of Ascendancy at 22:19 see stats
By Blackwater Park the Krog Marauder level 16
72nd Dusk 122nd year of Ascendancy at 15:33 see stats
By Blackwater Park the Krog Marauder level 6
15th Dusk 122nd year of Ascendancy at 06:21 see stats
By Blackwater Park the Krog Marauder level 21
33rd Regrowth 123rd year of Ascendancy at 23:30 see stats
By Blackwater Park the Krog Marauder level 15
62nd Dusk 122nd year of Ascendancy at 02:58 see stats
Log
Blackwater Park hits Snow giant for 110 physical, 5 mind, 7 fire, 12 physical, 7 fire, 64 physical, 10 mind, 8 fire, 17 physical, 8 fire, 68 physical, 10 mind, 8 fire, 14 physical, 8 fire (356 total damage).
Snow giant hits Blackwater Park for 2 cold, 2 cold, 2 cold, 2 cold, 2 cold, 2 cold (12 total damage).
Xanirevena the dire wolf speeds up.
Blackwater Park is invigorated by the attack!
Vorolle the xorn's Beyond the Flesh hits Blackwater Park for (10 parried), 71 physical, 2 cold, 17 physical (91 total damage).
Blackwater Park hits Vorolle the xorn for 0 arcane, (2 to psi shield), 2 fire, (3 to psi shield), 1 nature (3 total damage).
Snow giant misses Blackwater Park.
You collect a new ingredient: snow giant kidney (1).
Blackwater Park is invigorated by the attack!
Snow giant boulder thrower is not dazed anymore.
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park prepares for the next kill!.
Snow giant boulder thrower hits Blackwater Park for 1 cold, 1 cold (3 total damage).
Blackwater Park hits Snow giant boulder thrower for 32 mind, 14 mind, 8 fire, 7 mind, 8 fire (69 total damage).
Blackwater Park hits Snow giant for 83 physical, 10 mind, 8 fire (101 total damage).
Snow giant hits Blackwater Park for 2 cold, 2 cold (4 total damage).
Vorolle the xorn uses Blinding Powder.
Blackwater Park loses sight!
Blackwater Park is disabled.
Blackwater Park killed Snow giant!
Vorolle the xorn hits Blackwater Park for damage.
Blackwater Park is unstoppable!
Something hits Blackwater Park for (7 refused), 4 physical (4 total damage).
Blackwater Park hits Something for 0 arcane, (7 resist armour), 0 fire, (4 resist armour), 0 nature (0 total damage).
Blackwater Park receives 92 healing from Unstoppable.
Vorolle the xorn's Beyond the Flesh performs a melee critical strike against Blackwater Park!
Saving game...