Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 15 / 96% |
Size | medium |
Lifes / Deaths | Killed by Salosewyn the ultimate shivgoroth at level 15 on the 12nd Iron 123rd year of Ascendancy at 16:05 / 1 |
Primary Stats
Strength | 45 (base 32) |
Dexterity | 9 (base 10) |
Constitution | 16 (base 11) |
Magic | 43 (base 41) |
Willpower | 20 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -33/418 |
Positive | 25/52 |
Stamina | 124/177 |
Healing Factor | 1.3 |
Regeneration | 0.325 |
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 | 53 |
Accuracy | 28 |
Crit Chance | 14% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 33.24 (76.629213483146%) |
Defense | 11 |
Ranged Defense | 19 |
Fatigue | 39 |
Physical Save | 40 |
Spell Save | 28 |
Mental Save | 21 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 185 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 401% 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. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
detrimental effect | The target is on fire, taking 7.83 fire damage per turn. Burning |
detrimental effect | This character's flames are feeding the source, healing them for 1 per turn and giving them 1 vim. Devouring flames |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost anorithil from death by Emorida the king cobra. Escort: lost anorithil (level 3 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | pair of hardened leather boots 'Eilinyriara' (0 def, 3 armour) pair of hardened leather boots 'Eilinyriara' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +9% lightning / +11% temporal Physical save: +25 (+8 eff.) Maximum stamina: +10.00 Light radius: +2 A pair of boots made of leather. |
Light source | Bearach BearachPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 blight / 11 fire Changes resistances: +6% fire / +3% temporal Changes damage: +6% blight Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | bladed dwarven-steel helm of might (0 def, 4 armour) bladed dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +6 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 114.9 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | temporal dwarven-steel gauntlets of dispersion (0 def, 2 armour) temporal dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane / 8 temporal Damage (Ranged): 9 temporal Changes stats: +3 Wil / +4 Mag Changes resistances: +5% arcane / +6% temporal Changes damage: +5% temporal It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | defiled elm wand of clairvoyance [power 9] (17/6 cooldown) defiled elm wand of clairvoyance [power 9] (17/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Maximum vim: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 59 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. |
On fingers | Filthobsidian FilthobsidianInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 8 physical Changes resistances: +22% fire Changes damage: +6% nature / +11% fire Stamina each turn: +0.20 Rings can have magical properties. |
On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused 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 (+2 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 | stralite waraxe 'Vorera' (35.5-49.7 power, 5 apr) stralite waraxe 'Vorera' (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +7 nature / +7 temporal / +5 mind When wielded/worn: Changes stats: +4 Cun / +1 Wil Changes damage: +3% mind Mental save: +10 (+5 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Airraider the dwarven-steel shield (8 def, 2 armour, 29-34.8 power, 75.5 block) Airraider the dwarven-steel shield (8 def, 2 armour, 29-34.8 power, 75.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 Damage (Melee): +14 cold Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 7 cold Damage when hit (Melee): 13 ice Changes resistances: +6% lightning Changes damage: +12% temporal Talent granted: +3 Block Handheld deflection devices. |
Cloak | Nimbusbloom (1 def, 0 armour) Nimbusbloom (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing iron plate armour of fire resistance (3 def, 7 armour) searing iron plate armour of fire resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 9 acid / 8 fire Changes resistances: +11% acid / +28% fire A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 123) healing infusion of the wizard (heal 123)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 141 over 5 turns) regeneration infusion of the psychic (heal 141 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 141 life over 5 turns. 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. |
insulating copper amulet of healing insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% cold / +11% fire Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stralite amulet 'Isodamina' stralite amulet 'Isodamina'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Spell save: +10 (+5 eff.) Mental save: +9 (+5 eff.) Confusion immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +20.00 Spell crit. chance: +2% Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Duathelmight the stralite battleaxe (46-69 power, 3 apr)Duathelmight the stralite battleaxe (46-69 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 mind When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% darkness Confusion immunity: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Betudarin (48.5-77.6 power, 3 apr)Betudarin (48.5-77.6 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour penetration: +19 Physical crit. chance: +10.0% Changes resistances: +6% temporal Critical mult.: +23.00% Physical save: +9 (+3 eff.) Spell save: +10 (+5 eff.) Pinning immunity: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Cyroriatira (63-100.8 power, 4 apr)Cyroriatira (63-100.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +4 arcane / +10 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Fuleblek the iron greatsword (18.5-29.6 power, 1 apr)Fuleblek the iron greatsword (18.5-29.6 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 nature / +12 temporal Burst (radius 1) on hit: +8 mind When wielded/worn: Changes damage: +6% mind Spellpower: +4 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword of massacre (37-59.2 power, 2 apr)acidic steel greatsword of massacre (37-59.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Hanylagrim (22.5-31.5 power, 3 apr)Hanylagrim (22.5-31.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +9% mind / +7% darkness Reduces incoming crit damage: 15.00% Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Eye of Winter (8-8.8 power, 18 apr, cold damage)Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level. Relgotir the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Relgotir the pulsing mindstar (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +5% arcane Changes damage: +5% nature Grants telepathy: Humanoid/Orc Disease immunity: +17% Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of resolve (8-8.8 power, 24 apr, nature damage)gifted thorny mindstar of resolve (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Physical save: +2 (+1 eff.) Mindpower: +13 (+6 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Balanceonslaught' (15-18 power, 3 apr, lightning element)ash magestaff 'Balanceonslaught' (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 22 fire Changes resistances: +3% nature Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+5 eff.) Spell crit. chance: +9% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen ash magestaff of fate (15-18 power, 3 apr, cold element)earthen ash magestaff of fate (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +5% Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short ash starstaff (15-18 power, 3 apr, darkness element)magewarrior's short ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging ash magestaff of illumination (15-18 power, 3 apr, cold element)surging ash magestaff of illumination (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. mighty steel steamgunmighty steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Poxwither (21.5-30.1 power, 4 apr) Poxwither (21.5-30.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 13% chance to disease Damage (Melee): +15 blight / +5 mind When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances penetration: +5% lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
arcing dwarven-steel waraxe of massacre (29-40.6 power, 4 apr) arcing dwarven-steel waraxe of massacre (29-40.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Glarerage the hardened leather beltGlarerage the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 40% chance to blind Changes resistances: +5% arcane Maximum encumbrance: +34 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of protection (2 def, 0 armour)cashmere cloak of protection (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. woollen robe of frost (+15%) (0 def, 0 armour)woollen robe of frost (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisoba the pair of rough leather boots (0 def, 1 armour) Lisoba the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +2 Cun / +3 Con Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Mental save: +11 (+6 eff.) A pair of boots made of leather. |
Searravage (0 def, 3 armour) Searravage (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances penetration: +10% acid Changes damage: +6% acid / +3% fire Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Relgegoblek the Pitchbiter (0 def, 2 armour)Relgegoblek the Pitchbiter (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +9% darkness Changes damage: +18% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. sand hardened leather gloves of strength (+3) (0 def, 8 armour)sand hardened leather gloves of strength (+3) (0 def, 8 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aryldawyn (0 def, 1 armour) Aryldawyn (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% blight / +5% acid Changes damage: +3% blight Mindpower: +3 (+1 eff.) A cap made of leather. |
Dayqueller (0 def, 3 armour) Dayqueller (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes resistances: +6% light / +7% cold Allows you to breathe in: water Light radius: +1 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. stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour)stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Physical save: +10 (+3 eff.) A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour) stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +12 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun helm 'Kilnminister' (0 def, 5 armour)voratun helm 'Kilnminister' (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes resistances penetration: +15% fire Stamina when hit: +1.30 Equilibrium when hit: +1.90 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. Emylenn (4 def, 8 armour)Emylenn (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+4 eff.) Fatigue: +16% Changes stats: +2 Wil Changes resistances: +20% fire Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (3 def, 6 armour)prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +11% light / +11% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour)rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +3.10 Stamina each turn: +0.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour)rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +2.50 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour)rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +2.10 Stamina each turn: +1.30 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Ulfurarig the steel shield (6 def, 2 armour, 16-19.2 power, 40 block)Ulfurarig the steel shield (6 def, 2 armour, 16-19.2 power, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 19% chance to reduce powers by 20% * 15 arcane resource burn Changes stats: +4 Con Changes resistances: +6% acid / +12% physical / +7% nature Talent granted: +2 Block Maximum life: +40.00 Maximum hate: +2.00 Mental crit. chance: +3% Handheld deflection devices. |
corrosive steel shield of radiance (6 def, 2 armour, 16-19.2 power, 40.5 block) corrosive steel shield of radiance (6 def, 2 armour, 16-19.2 power, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +10 acid / +11 light When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind * 13% chance to corrode armour Changes stats: +6 Con / +2 Mag Changes resistances: +11% acid / +12% light Talent granted: +2 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 20 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Shimmerblood' (24/24, 43.5-60.9 power, 14 apr)quiver of elven-wood arrows 'Shimmerblood' (24/24, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 24 On weapon hit: * 40% chance to daze * 25% chance for lightning to arc to a second target Damage (Ranged): +14 lightning Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
259 alchemist agate 259 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethira (dig speed 30 turns) Bethira (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun Mental crit. chance: +1% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Gleamrace' brass lantern 'Gleamrace'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +1% physical Changes damage: +3% light Physical save: +3 (+1 eff.) Mental save: +5 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +8 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. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 115.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of 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. acidic pouch of steel shots of erosion (20/20, 20.5-24.6 power, 2 apr)acidic pouch of steel shots of erosion (20/20, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid / +7 temporal / +7 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of wind (15/21, 18-21.6 power, 2 apr)pouch of steel shots of wind (15/21, 18-21.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psionic dwarven-steel torque of clear mind [power 2] (17/10 cooldown)psionic dwarven-steel torque of clear mind [power 2] (17/10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (17/20 cooldown) steel torque of kinetic psionic shield [power 47] (17/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 33] (17/25 cooldown) supercharged iron torque of kinetic psionic shield [power 33] (17/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
bright elm wand of clairvoyance [power 9] (17/6 cooldown) bright elm wand of clairvoyance [power 9] (17/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
5 citrine 5 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. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aselia, Stoneborn the Dwarf Sun Paladin level 14
14th Shortage 122nd year of Ascendancy at 08:11 see stats
By Aselia, Stoneborn the Dwarf Sun Paladin level 10
37th Dearth 122nd year of Ascendancy at 17:21 see stats
By Aselia, Stoneborn the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 21:51 see stats
By Aselia, Stoneborn the Dwarf Sun Paladin level 7
16th Wealth 122nd year of Ascendancy at 14:05 see stats
Log
Salosewyn the ultimate shivgoroth hits Aselia, Stoneborn for (10 absorbed), 0 lightning, (12 absorbed), 0 cold (0 total damage).
Aselia, Stoneborn hits Salosewyn the ultimate shivgoroth for 5 physical, 0 cold, 10 healing, , 24 light, 11 fire, , 7 acid, 5 arcane, 8 temporal, 0 cold, 5 healing, 2 mind (62 total damage) [15 healing].
Salosewyn the ultimate shivgoroth uses Block.
Aselia, Stoneborn uses Shield Slam.
Salosewyn the ultimate shivgoroth resists the mind attack!
Salosewyn the ultimate shivgoroth resists the mind attack!
Salosewyn the ultimate shivgoroth hits Aselia, Stoneborn for (12 blocked), 0 lightning, (12 absorbed), 0 cold, (12 blocked), 0 lightning, (12 absorbed), 0 cold, (12 blocked), 0 lightning, (12 absorbed), 0 cold, (12 blocked), 0 lightning, (12 absorbed), 0 cold (0 total damage).
Shield of Light hits Salosewyn the ultimate shivgoroth for 22 light, (24 blocked), 0 cold, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, (12 blocked), 0 cold, 4 mind (115 total damage).
Aselia, Stoneborn hits Salosewyn the ultimate shivgoroth for (4 blocked), 0 physical, (24 blocked), 0 cold, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, (12 blocked), 0 cold, 7 mind, (7 blocked), 0 physical, (24 blocked), 0 cold, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, (12 blocked), 0 cold, 7 mind, (8 blocked), 0 physical, (24 blocked), 0 cold, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, (12 blocked), 0 cold, 4 mind (285 total damage).
Salosewyn the ultimate shivgoroth casts Sun Ray.
Your shield crumbles under the damage!
The shield around Aselia, Stoneborn crumbles.
Aselia, Stoneborn shrugs off the effect 'Blinded'!
Salosewyn the ultimate shivgoroth hits Aselia, Stoneborn for (54 absorbed), 78 light (78 total damage).
Aselia, Stoneborn receives 12 healing from Shield of Light.
Aselia, Stoneborn uses Shield Pummel.
Salosewyn the ultimate shivgoroth's armor corrodes!
Salosewyn the ultimate shivgoroth resists the mind attack!
Aselia, Stoneborn misses Salosewyn the ultimate shivgoroth.
Salosewyn the ultimate shivgoroth HEALS from cold damage!
Shield of Light hits Salosewyn the ultimate shivgoroth for 22 light, 0 cold, 17 healing, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, 0 cold, 8 healing, 4 mind (115 total damage) [25 healing].
Aselia, Stoneborn hits Salosewyn the ultimate shivgoroth for 11 physical, 0 cold, 17 healing, , 39 light, 18 fire, , 11 acid, 8 arcane, 13 temporal, 0 cold, 8 healing, 7 mind (107 total damage) [25 healing].
Shield of Light hits Aselia, Stoneborn for 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [48 healing].
Salosewyn the ultimate shivgoroth hits Aselia, Stoneborn for 10 lightning, 12 cold, 10 lightning, 12 cold (43 total damage).
Salosewyn the ultimate shivgoroth casts Brandish.
Aselia, Stoneborn is on fire!
Aselia, Stoneborn's is surrounded with an all-consuming flame!
Saving game...