Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 26 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by gladiator at level 8 on the 7th Mirth 122nd year of Ascendancy at 14:08 0 / 8Killed by Elariassra the Guardian at level 18 on the 62nd Haze 122nd year of Ascendancy at 09:33 Killed by animated mummy wrappings at level 21 on the 75th Regrowth 123rd year of Ascendancy at 20:49 Killed by Islasenne the skeleton archer at level 25 on the 2nd Mirth 123rd year of Ascendancy at 04:48 Killed by Cyrille the bandit lord at level 25 on the 2nd Mirth 123rd year of Ascendancy at 23:55 Killed by worm that walks at level 26 on the 3rd Mirth 123rd year of Ascendancy at 10:22 Killed by carrion worm mass at level 26 on the 3rd Mirth 123rd year of Ascendancy at 11:58 Killed by The Master at level 26 on the 3rd Mirth 123rd year of Ascendancy at 15:50 |
Primary Stats
| Strength | 59 (base 45) |
| Dexterity | 45 (base 45) |
| Constitution | 47 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -30/702 |
| Equilibrium | 10 |
| Stamina | 7/200 |
| Psi | 110/110 |
| Healing Factor | 1.4 |
| Regeneration | 98.070369938735 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 49 |
| Crit Chance | 32% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 49 |
| Crit Chance | 32% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.2 (100%) |
| Defense | 28 |
| Ranged Defense | 30 |
| Fatigue | 37 |
| Physical Save | 41 |
| Spell Save | 24 |
| Mental Save | 30 |
Defense: Resistances
| All | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 14% |
| Confusion Resistance | 64% |
| Teleport Resistance | 15% |
| Stun Resistance | 97% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 135 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -194 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 7 turns. While Heroism is active, you will only die when reaching -186 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 59.72 life per turn. Regeneration |
| beneficial effect | The thrill of combat improves the target's maximum life by 4%, life regeneration by 5.98, and stamina regeneration by 1.20. Bloodbath |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by fire drake hatchling. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by hornet swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed orc heart. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 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 | [vs. Vorodassra the pair of drakeskin leather boots (0 def, 10 armour) (On feet)] Vorodassra the pair of drakeskin leather boots (0 def, 10 armour)Vorodassra the pair of drakeskin leather boots (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 (-) Physical crit. chance: +9.0% (-) Physical power: +9 (+3 eff.) (-) Armour: +10 (-) Fatigue: +5% (-) Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 0(-15) item acid corrode Changes resistances: +11%(-) acid / +10%(-) fire / +12%(-) cold / +9%(-) lightning Changes resistances penetration: +10%(-) acid / +11%(-) physical Life regen: +0.40 (-) Maximum life: +10.00 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused 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 (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent 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 masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+5 eff.) (-) Spell save: +12 (+8 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. |
| On hands | [vs. Isirenn (4 def, 13 armour) (On hands)] Isirenn (4 def, 13 armour)Isirenn (4 def, 13 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +13 (-) Armour Hardiness: +10% (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +4 (+2 eff.) (-) Changes stats: +8(-) Con Changes resistances: +6%(-) physical Mental save: +3 (+2 eff.) (-) Disarm immunity: +15% (-) Stun/Freeze immunity: +10% (-) Teleport immunity: +15% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Bodir (dig speed 15 turns) (Tool)] Bodir (dig speed 15 turns)Bodir (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Changes stats: +6(-) Str Changes resistances: +3%(-) darkness Changes resistances penetration: +12%(-) physical When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Flashfist (On fingers, 1 of 2)] FlashfistFlashfist Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +3%(-) fire Critical mult.: +5.00% (-) Spell save: +6 (+3 eff.) (-) Stun/Freeze immunity: +33% (-) Life regen: +1.70 (-) Spell crit. chance: +3% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Flashfist (On fingers, 1 of 2)] warrior's steel ring of pilferingwarrior's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +8 Armour: +6 Defense: +11 (+6 eff.) Changes stats: +3 Str / +0(-3) Wil Changes damage: +0%(-3%) fire Critical mult.: +0.00% (-5.00%) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +0% (-33%) Life regen: +0.00 (-1.70) Spell crit. chance: +0% (-3%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr)arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Physical crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7(-) lightning Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused 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 | [vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] acidic dwarven-steel dagger (20.5-26.65 power, 7 apr)acidic dwarven-steel dagger (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7(-3.5 - -4.6) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Physical crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: + splashes the target with acid Damage (Melee): +7 acid / +0(-7) lightning Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)] Wrap of Stone (0 def, 10 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 (+6 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 0/60) : Effective talent level: 1.2 Power cost: 60 out of 0/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 54.13 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | [vs. Borfast's Cage (10 def, 20 armour) (Main armor)] Borfast's Cage (10 def, 20 armour)Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-) Defense: +10 (+5 eff.) (-) Fatigue: +24% (-) Changes stats: +5(-) Con Changes resistances: -15%(-) acid / +15%(-) physical Reduces opponents crit chance: 20% (-) Physical save: +15 (+7 eff.) (-) Knockback immunity: +30% (-) Life regen: +2.00 (-) Maximum life: +50.00 (-) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
movement infusion of the psychic (399% speed; 5 turns) movement infusion of the psychic (399% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 399% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (544% speed; 5 turns) movement infusion of the titan (544% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Constitution 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. |
movement infusion of the titan (582% speed; 5 turns) movement infusion of the titan (582% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% 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 Constitution 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. |
[vs. Infusion: Wild [wild infusion of the titan (resist 12%; cure mental)] (on body)] wild infusion of the titan (resist 18%; cure magical)wild infusion of the titan (resist 18%; cure magical) 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 +magical or -mental effect and reduce all damage taken by 18%(+4%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
[vs. Infusion: Wild [wild infusion of the titan (resist 12%; cure mental)] (on body)] wild infusion of the warrior (resist 15%; cure magical)wild infusion of the warrior (resist 15%; cure magical) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or -mental effect and reduce all damage taken by 15%(+1%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Constitution, +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. |
[vs. Flashfist (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun / +0(-3) Wil Changes damage: +0%(-3%) fire / +5% physical Talent cooldown: Shadowstep (-1 turn) Critical mult.: +0.00% (-5.00%) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +13 (+6 eff.) Stun/Freeze immunity: +0% (-33%) Life regen: +0.00 (-1.70) Maximum stamina: +25.00 Spell crit. chance: +0% (-3%) 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 12 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. Tap to cycle through comparison choices |
[vs. Flashfist (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex / +3 Mag / +0(-3) Wil / +5 Cun Changes resistances: +3% lightning Changes damage: +9% lightning / +6%(+3%) fire Critical mult.: +0.00% (-5.00%) Spell save: +6 (+3 eff.) (-) Disarm immunity: +24% Pinning immunity: +22% Stun/Freeze immunity: +0% (-33%) Knockback immunity: +22% Life regen: +0.00 (-1.70) Maximum life: +20.00 Spell crit. chance: +0% (-3%) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-9.0 - -11.7) Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+18) Physical crit. chance: +0.0% (-6.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-7) lightning When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] acidic dwarven-steel dagger of crippling (18-23.4 power, 7 apr)acidic dwarven-steel dagger of crippling (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4(-6.0 - -7.8) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Physical crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: + cripple the target + splashes the target with acid Damage (Melee): +8 acid / +0(-7) lightning When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] arcing steel dagger of massacre (19-24.7 power, 6 apr)arcing steel dagger of massacre (19-24.7 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7(-5.0 - -6.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-1) Physical crit. chance: +5.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6(-1) lightning Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand, 1 of 2)] thunderous steel dagger of massacre (16.5-21.45 power, 6 apr)thunderous steel dagger of massacre (16.5-21.45 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4(-7.5 - -9.8) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-1) Physical crit. chance: +5.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 8% chance to daze (+8%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +6% lightning Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand)] flaming dwarven-steel greatmaul of ruin (45-67.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatmaul of ruin (45-67.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5(+21.0 - +36.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-5) Physical crit. chance: +1.5% (-4.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +16.0% Critical mult.: +21.00% Massive two-handed mauls. |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand)] Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4(+25.0 - +47.2) Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 (+2) Physical crit. chance: +9.0% (+3.0%) Attack speed: 100% (-) On weapon hit: + 9% chance to stun or confuse the target - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning / +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
[vs. arcing dwarven-steel dagger of massacre (24-31.2 power, 7 apr) (In main hand)] yew magestaff (20-24 power, 4 apr, cold element)This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-4.0 - -7.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-3) Physical crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. Girdle of the Calm Waters (Around waist)] cleansing hardened leather belt of burglarycleansing hardened leather belt of burglary Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +0(-3) Wil / +3 Cun / +6 Lck Changes resistances: +5% acid / +0%(-20%) cold / +0%(-20%) nature / +8%(-12%) blight Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Vorodassra the pair of drakeskin leather boots (0 def, 10 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-3 eff.)) Armour: +1 (-9) Defense: +2 (+1 eff.) Fatigue: +2% (-3%) Damage (Melee): 0(-15) item acid corrode Changes stats: +3 Cun Changes resistances: +0%(-11%) acid / +0%(-10%) fire / +0%(-12%) cold / +0%(-9%) lightning Changes resistances penetration: +0%(-10%) acid / +0%(-11%) physical Talent mastery: +0.20 Cunning / Survival Life regen: +0.00 (-0.40) Maximum life: +0.00 (-10.00) It can be used to boost speed by 25% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. Isirenn (4 def, 13 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-11) Armour Hardiness: +0% (-10%) Defense: +1 (+1 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Changes stats: +0(-8) Con Changes resistances: +0%(-6%) physical Spell save: +4 (+2 eff.) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Disarm immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Teleport immunity: +0% (-15%) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Isirenn (4 def, 13 armour) (On hands)] dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 (-11) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Changes stats: +4 Str / +0(-8) Con Changes resistances: +0%(-6%) physical Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Disarm immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Teleport immunity: +0% (-15%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Isirenn (4 def, 13 armour) (On hands)] rough leather gloves of sorrow (0 def, 1 armour)rough leather gloves of sorrow (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-12) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 10 mind / 10 darkness Changes stats: +0(-8) Con Changes resistances: +0%(-6%) physical Mental save: -14 (-7 eff.) (-17 (-9 eff.)) Disarm immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Teleport immunity: +0% (-15%) Mindpower: +4 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] Helm of the Dominated (0 def, 9 armour)Helm of the Dominated (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 (+3) Fatigue: +4% (-4%) Changes stats: +2(-3) Str / +4 Mag / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent masteries: +0.20 Race / Doomelf +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-5 eff.)) Spell save: +0 (+0 eff.) (-12 (-8 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Silence immunity: +30% Spellpower: +10 (+7 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] spiked hardened leather armour (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-14) Defense: +3 (+2 eff.) (-7 (-3 eff.)) Fatigue: +8% (-16%) Damage when hit (Melee): 14 physical Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-7 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of leather. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] dwarven-steel plate armour of the dragon (5 def, 11 armour)dwarven-steel plate armour of the dragon (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-9) Defense: +5 (+3 eff.) (-5 (-2 eff.)) Fatigue: +24% (-) Changes stats: +2 Str / +1(-4) Con Changes resistances: +8%(+23%) acid / +5%(-10%) physical / +7% fire / +7% cold / +7% lightning Talent cooldown: Rush (-5 turns) Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-7 eff.)) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +22% (-8%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Bodir (dig speed 15 turns) (Tool)] 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 Physical crit. chance: +0.0% (-2.0%) Damage when hit (Melee): 15 blight Changes stats: +0(-6) Str Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-12%) physical Changes damage: +4% blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 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. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-2) Healing mod.: +0% (-10%) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of dwarven-steel shots of accuracy (24/24, 31-37.2 power, 3 apr)psychokinetic pouch of dwarven-steel shots of accuracy (24/24, 31-37.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 24 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +24 physical Shots are used with slings to pummel your foes to death. |
[vs. Bodir (dig speed 15 turns) (Tool)] Yvoritta [power 2] (10 cooldown)This item will automatically be transmogrified when you leave the level. Yvoritta [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-6) Str Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-12%) physical Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Critical mult.: +10.00% Spell save: +25 (+12 eff.) Spell crit. chance: +1% When carried: Talent granted: +0(+-1) Dig It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
3 quartz 3 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. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
6 zircon 6 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jan the Cornac Marauder level 17
52nd Haze 122nd year of Ascendancy at 22:09 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Jan the Cornac Marauder level 18
41st Regrowth 123rd year of Ascendancy at 05:54 see stats
Exterminator
Killed 1000 creatures.By Jan the Cornac Marauder level 19
43rd Regrowth 123rd year of Ascendancy at 04:07 see stats
Level 10
Got a character to level 10.By Jan the Cornac Marauder level 10
1st Flare 122nd year of Ascendancy at 08:05 see stats
Level 20
Got a character to level 20.By Jan the Cornac Marauder level 20
43rd Regrowth 123rd year of Ascendancy at 23:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Jan the Cornac Marauder level 15
15th Haze 122nd year of Ascendancy at 18:52 see stats
That was close
Killed your target while having only 1 life left.By Jan the Cornac Marauder level 21
75th Regrowth 123rd year of Ascendancy at 20:42 see stats
The Arena
Unlocked Arena mode.By Jan the Cornac Marauder level 9
7th Mirth 122nd year of Ascendancy at 15:25 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jan the Cornac Marauder level 18
37th Regrowth 123rd year of Ascendancy at 23:53 see stats
The secret city
Discovered the truth about mages.By Jan the Cornac Marauder level 11
5th Dusk 122nd year of Ascendancy at 19:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Jan the Cornac Marauder level 18
37th Regrowth 123rd year of Ascendancy at 00:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jan the Cornac Marauder level 22
30th Pyre 123rd year of Ascendancy at 20:57 see stats
Unstoppable
Returned from the dead.By Jan the Cornac Marauder level 26
3rd Mirth 123rd year of Ascendancy at 11:58 see stats
Log
Jan is unstoppable!
Skeleton master archer's Pinning Shot hits Jan for 0 physical damage.
Skeleton archer's Shoot hits Jan for 0 physical, (6 refused), 0 cold (0 total damage).
Jan resists the punch!
Jan is unstoppable!
The Master's Strike hits Jan for (73 refused), 0 physical (0 total damage).
Skeleton archer shoots!
Skeleton master archer shoots!
You are unable to move!
Jan uses Infusion: Regeneration.
Jan starts regenerating health quickly.
Jan is unstoppable!
Skeleton master archer's Shoot hits Jan for 0 physical damage.
Skeleton archer's Shoot hits Jan for 0 physical, (6 refused), 0 cold (0 total damage).
The Master casts Manathrust.
Jan is unstoppable!
The Master hits Jan for (120 refused), 0 arcane (0 total damage).
Jan receives 183 healing from Unstoppable.
Skeleton archer shoots!
Skeleton master archer shoots!
Skeleton master archer's Shoot hits Jan for 0 physical damage.
Skeleton archer's Shoot hits Jan for 0 physical, 6 cold (7 total damage).
Skeleton mage casts Manathrust.
Skeleton mage hits The Master for 101 arcane damage.
Skeleton mage hits Jan for 89 arcane damage.
Jan hits The Master for 47 physical damage.
The Master casts Freeze.
Saving game...
