











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 33 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Yoshimiro at level 14 on the 6th Dusk 122nd year of Ascendancy at 23:39 1 / 5Killed by worm that walks at level 21 on the 76th Dusk 122nd year of Ascendancy at 04:56 Killed by worm that walks at level 21 on the 76th Dusk 122nd year of Ascendancy at 06:56 Killed by venom wyrm at level 21 on the 76th Dusk 122nd year of Ascendancy at 08:14 Killed by Aerotha the elven cultist at level 24 on the 59th Haze 122nd year of Ascendancy at 06:47 |
Primary Stats
| Strength | 72 (base 60) |
| Dexterity | 57 (base 49) |
| Constitution | 50 (base 29) |
| Magic | 22 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 1067/1067 |
| Stamina | 184/238 |
| Healing Factor | 1.5727272727273 |
| Regeneration | 9.8473122732436 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 11 |
| See Stealth | 54.388114253578 |
| See Invisible | 60.388114253578 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 60 |
| Crit Chance | 18% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +9% |
| Blight | +5% |
| Arcane | +9% |
| Physical | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Temporal | +15% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 75.924055624159 (93.924050632911%) |
| Defense | 40 |
| Ranged Defense | 43 |
| Fatigue | 49 |
| Physical Save | 53 |
| Spell Save | 65 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 36%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Bleed Resistance | 0% |
| Confusion Resistance | 12% |
| Stun Resistance | 57% |
| Knockback Resistance | 57% |
| Instadeath Resistance | 100% |
| Blind Resistance | 72% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 239 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 381 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Yoshimiro. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by Yoshimiro. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by Wrathroot. Escort: worried loremaster (level 4 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 151. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | 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 within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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! | 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 | pair of dwarven-steel boots 'Scorchnoon' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +11 Fatigue: +3% Changes stats: +1 Str / +3 Mag / +3 Wil / +3 Con Changes resistances: +9% lightning / +8% temporal Changes resistances penetration: +10% fire Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Belisus (19/19, 40.5-56.7 power, 16 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 40.5 - 56.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +8.0% Capacity: 19 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +26 lightning / +9 gravity / +4 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes resistances: +7% fire Mental save: +8 (+4 eff.) Light radius: +3 See stealth: +7 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | restful iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged stralite torque of kinetic psionic shield [power 133] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 133 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | StarspawnerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% light / +3% darkness Changes resistances penetration: +5% light Changes damage: +9% light / +3% darkness Spell save: +17 (+4 eff.) Blindness immunity: +72% Maximum stamina: +26.00 Infravision radius: +9 See stealth: +26 See invisible: +22 Rings can have magical properties. |
| On fingers | savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +2 Con Spell save: +13 (+3 eff.) Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | steel amulet 'Scabraider'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% nature Changes resistances penetration: +10% darkness / +15% nature Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +20 (+8 eff.) Confusion immunity: +12% Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
| In main hand | Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +13.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +14.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | 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 | stralite shield 'Huraduleg' (10 def, 10 armour, 53-63.6 power, 188 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +188 Burst (radius 2) on crit: +22 light / +18 darkness When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes stats: +5 Con Changes resistances: +24% light / +21% darkness / +5% arcane Changes resistances penetration: +15% temporal Changes damage: +9% arcane Talent granted: +4 Block Physical save: +9 (+3 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
| Cloak | Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. 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 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | dwarven-steel plate armour 'Eleba' (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Mag / +2 Con Changes resistances: +10% acid / +7% cold / +9% light Allows you to breathe in: water See invisible: +6 A suit of armour made of metal plates. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 35.35 physical damage and 64.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 258.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 108)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Constitution stat. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Blazerage the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 lightning Changes resistances: +22% acid / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +11% acid Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 14 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Urthorin the StarbreakerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +12% mind Mental save: +5 (+3 eff.) Confusion immunity: +20% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Light radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.solipsist's stralite ring of warding Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +12% acid / +22% fire / +18% lightning / +24% cold Mindpower: +9 (+5 eff.) Rings can have magical properties. |
wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Mag Spell save: +4 (+1 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.glacial stralite dagger of the leech (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target Burst (radius 2) on crit: +17 ice When wielded/worn: Armour: +5 Damage when hit (Melee): 10 nature slow Changes resistances penetration: +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elven-wood starstaff of channeling (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Mana each turn: +0.23 Spellpower: +24 (+12 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew starstaff of fate (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Mana each turn: +0.20 Maximum mana: +49.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Bokegarig the Dourshear (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 darkness Changes resistances: +6% blight / +3% fire / +6% light / +6% darkness Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 54.91 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
cashmere cloak 'Foresthunt' (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +1 Mag / +2 Wil / +3 Cun Changes resistances: +3% nature Changes damage: +3% nature / +9% acid Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfarion (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 mind Changes stats: +4 Con / +4 Wil Changes resistances: +15% acid Changes resistances penetration: +25% mind / +8% physical Changes damage: +6% mind Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gletha the Viperraider (9 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +13 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +2 Dex Changes resistances: +12% nature Changes damage: +12% nature / +12% physical Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.insulating dwarven-steel helm of dexterity (+2) (0 def, 4 armour) 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: +2 Dex Changes resistances: +8% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.radiant stralite mail armour of the deep (4 def, 11 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +9% acid / +8% cold / +16% darkness / +14% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Gevena the stralite shield (10 def, 2 armour, 44-52.8 power, 137 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +137 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes stats: +2 Cun / +1 Wil Changes resistances: +22% acid Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +6% mind Grants telepathy: Humanoid/Orc Talent granted: +4 Block Spell save: +12 (+3 eff.) Spell crit. chance: +2% Mental crit. chance: +3% Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.0 - 35.0 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
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. |
47 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. |
7 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. |
9 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Emeledanne' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances penetration: +5% arcane Changes damage: +6% mind / +6% fire Mental save: +5 (+3 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
KorebarInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str Changes resistances penetration: +20% acid / +10% physical Changes damage: +6% acid Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +8 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
11 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of thorny skin [power 44] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 40%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
ash wand of trap destruction [power 38] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +1 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 11, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 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 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Yoshimiro the Cornac Bulwark level 31
9th Dusk 123rd year of Ascendancy at 12:10 see stats
Against all odds
Killed Ukruk in the ambush.By Yoshimiro the Cornac Bulwark level 30
32nd Pyre 123rd year of Ascendancy at 12:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Yoshimiro the Cornac Bulwark level 16
23rd Dusk 122nd year of Ascendancy at 06:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Yoshimiro the Cornac Bulwark level 32
28th Dusk 123rd year of Ascendancy at 20:21 see stats
Exterminator
Killed 1000 creatures.By Yoshimiro the Cornac Bulwark level 19
69th Dusk 122nd year of Ascendancy at 12:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yoshimiro the Cornac Bulwark level 26
52nd Regrowth 123rd year of Ascendancy at 18:38 see stats
Fear me not!
Survived the Fearscape!By Yoshimiro the Cornac Bulwark level 31
52nd Pyre 123rd year of Ascendancy at 13:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yoshimiro the Cornac Bulwark level 24
56th Haze 122nd year of Ascendancy at 20:52 see stats
Level 10
Got a character to level 10.By Yoshimiro the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 23:54 see stats
Level 20
Got a character to level 20.By Yoshimiro the Cornac Bulwark level 20
69th Dusk 122nd year of Ascendancy at 12:43 see stats
Level 30
Got a character to level 30.By Yoshimiro the Cornac Bulwark level 30
31st Pyre 123rd year of Ascendancy at 02:12 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Yoshimiro the Cornac Bulwark level 32
25th Dusk 123rd year of Ascendancy at 18:59 see stats
Size matters
Did over 600 damage in one attack.By Yoshimiro the Cornac Bulwark level 28
1st Pyre 123rd year of Ascendancy at 10:49 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Yoshimiro the Cornac Bulwark level 33
29th Dusk 123rd year of Ascendancy at 15:16 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Yoshimiro the Cornac Bulwark level 25
74th Haze 122nd year of Ascendancy at 01:34 see stats
The Arena
Unlocked Arena mode.By Yoshimiro the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 04:12 see stats
The secret city
Discovered the truth about mages.By Yoshimiro the Cornac Bulwark level 9
5th Mirth 122nd year of Ascendancy at 18:32 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Yoshimiro the Cornac Bulwark level 19
59th Dusk 122nd year of Ascendancy at 08:09 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Yoshimiro the Cornac Bulwark level 31
22nd Dusk 123rd year of Ascendancy at 09:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Yoshimiro the Cornac Bulwark level 19
59th Dusk 122nd year of Ascendancy at 22:39 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Yoshimiro the Cornac Bulwark level 29
31st Pyre 123rd year of Ascendancy at 02:12 see stats
Log
Quest 'Strange new world' status updated! (Press 'j' to see the quest log)
Yoshimiro hits Krogar for 281 physical damage.
Yoshimiro killed Krogar!
Krogar's darkness area effect hits Fillarel Aldaren for 7 darkness damage.
Fillarel Aldaren's darkness area effect hits Yoshimiro for 6 darkness damage.
Yoshimiro picks up (j.): glacial stralite dagger of the leech (29.5-38.35 power, 9 apr).
Yoshimiro picks up (r.): insulating dwarven-steel helm of dexterity (+2) (0 def, 4 armour).
Yoshimiro picks up (k.): elven-wood starstaff of channeling (25-30 power, 5 apr, physical element).
Yoshimiro picks up (t.): radiant stralite mail armour of the deep (4 def, 11 armour).
Yoshimiro picks up (l.): shimmering yew starstaff of fate (20-24 power, 4 apr, darkness element).
Krogar's darkness area effect hits Fillarel Aldaren for 7 darkness damage.
Fillarel Aldaren's darkness area effect hits Yoshimiro for 6 darkness damage.
Fillarel Aldaren's darkness area effect hits Yoshimiro for 6 darkness damage.
Talent Shield Pummel is ready to use.
Fillarel Aldaren's darkness area effect hits Yoshimiro for 6 darkness damage.
Talent Assault is ready to use.
Yoshimiro picks up (i.): solipsist's stralite ring of warding.
Option unlocked: New Class: Anorithil (Celestial)
Talent Shield Slam is ready to use.
Saving game...
Saving done.
Yoshimiro deactivates Shield Wall.
Yoshimiro deactivates Daunting Presence.
































































































