Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Summoner |
Level / Exp | 27 / 76% |
Size | small |
Lifes / Deaths | Killed by elven blood mage at level 27 on the 76th Haze 122nd year of Ascendancy at 16:15 / 2Killed by Xonne the elven tempest at level 27 on the 77th Haze 122nd year of Ascendancy at 04:59 |
Primary Stats
Strength | 31 (base 20) |
Dexterity | 14 (base 11) |
Constitution | 10 (base 10) |
Magic | 12 (base 10) |
Willpower | 77 (base 58) |
Cunning | 61 (base 41) |
Resources
Life | -175/462 |
Equilibrium | 282 |
Healing Factor | 0.36 |
Regeneration | 0.702 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +707% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 5 |
See Stealth | 36.634129341246 |
See Invisible | 41.634129341246 |
Offense: Mainhand
Damage | 39 |
Accuracy | 45 |
Crit Chance | 20% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 45 |
Crit Chance | 20% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Arcane | +3% |
Physical | +20% |
Fire | +6% |
Nature | +5% |
Offense: Damage Penetration
Physical | +16% |
Acid | +8% |
Defense: Base
Armour (hardiness) | 42.551211628464 (74.117647058824%) |
Defense | 11 |
Ranged Defense | 17 |
Fatigue | 20 |
Physical Save | 29 |
Spell Save | 34 |
Mental Save | 54 |
Defense: Resistances
Acid | + 6%( 70%) |
Nature | + 9%( 70%) |
Physical | + 7%( 70%) |
Lightning | + 10%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 52% |
Poison Resistance | 20% |
Blind Resistance | 16% |
Silence Resistance | 17% |
Pinning Resistance | 100% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 66% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 707% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
talent | Psiblades |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 49.28 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
beneficial effect | Moving at extreme speed (707% faster). Any action other than movement will cancel it. Wild Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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.' * You've found the needed ritch stinger. * You've found the needed black mamba head. | 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 within4 lumberjacks have died. | 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 | Belakhad (6 def, 3 armour) Belakhad (6 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+6 eff.) Ranged Defense: +6 (+4 eff.) Fatigue: +2% Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +3% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +42.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | steel ring 'Gorin' steel ring 'Gorin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str Changes resistances: +5% arcane Changes damage: +3% arcane Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +26% Maximum life: +24.00 Spellpower: +5 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Flarethorn the steel ring Flarethorn the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+5 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes stats: +5 Dex / +2 Mag / +8 Cun Changes resistances: +9% fire Stun/Freeze immunity: +21% Life regen: +1.20 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
Around neck | grounding steel amulet of vision grounding steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Blindness immunity: +16% Stun/Freeze immunity: +28% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
In main hand | blooming vined mindstar of venom (5-5.5 power, 26 apr, nature damage) blooming vined mindstar of venom (5-5.5 power, 26 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 55% Wil, 23% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +6% acid Changes resistances penetration: +8% acid Changes damage: +7% acid Life regen: +0.50 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +10 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. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | gifted vined mindstar of sand (5-5.5 power, 26 apr, mind damage) gifted vined mindstar of sand (5-5.5 power, 26 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 55% Wil, 23% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +7% physical Changes resistances penetration: +6% physical Changes damage: +7% physical Mindpower: +12 (+4 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Cloak | Salildalle (1 def, 0 armour) Salildalle (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun Physical save: +7 (+4 eff.) Mental save: +22 (+7 eff.) Equilibrium when hit: +0.24 Only die when reaching: -50.00 life Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Smolderblack the iron plate armour (3 def, 13 armour) Smolderblack the iron plate armour (3 def, 13 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +13 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 16 fire Changes stats: +3 Str Changes damage: +6% fire Only die when reaching: -20.00 life A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (581% speed; 5 turns) movement infusion of the sneak (581% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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... |
Corpseslicer CorpseslicerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances penetration: +25% acid / +25% nature Changes damage: +18% acid Stun/Freeze immunity: +24% Life regen: +1.40 Rings can have magical properties. |
gold ring 'Xasekira' gold ring 'Xasekira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Con Changes resistances: +10% blight / +6% cold / +7% nature / +6% acid Spell save: +12 (+6 eff.) Poison immunity: +14% Disease immunity: +15% Disarm immunity: +31% Pinning immunity: +20% Knockback immunity: +28% Maximum life: +31.00 Maximum stamina: +18.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite dagger (26-33.8 power, 9 apr)slime-covered stralite dagger (26-33.8 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger (26-33.8 power, 9 apr)stralite dagger (26-33.8 power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Lavastar' (33.5-53.6 power, 2 apr)dwarven-steel greatsword 'Lavastar' (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 darkness Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire Damage against: +19% Living When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +25% fire Changes damage: +9% fire Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Massive two-handed swords. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire 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: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Flarevice the mossy mindstar (6.5-7.15 power, 12 apr, mind damage) Flarevice the mossy mindstar (6.5-7.15 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 6.5 - 7.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes stats: +3 Str / +5 Con Changes resistances penetration: +10% fire Changes damage: +6% fire / +3% mind / +4% darkness Maximum stamina: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. orite trident (42.5-68 power, 13 apr)orite trident (42.5-68 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. acidic stralite waraxe (31-43.4 power, 5 apr)acidic stralite waraxe (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid One-handed war axes. |
Bokorokor (7 def, 0 armour) Bokorokor (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Cun / +2 Con Changes resistances: +3% acid / +15% fire / +12% light Grants telepathy: Dragon Stealth bonus: +7 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisulramira the linen cloak (1 def, 2 armour) Lisulramira the linen cloak (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% acid Spell save: +9 (+5 eff.) Blindness immunity: +5% Disease immunity: +5% Silence immunity: +10% 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. Nuldir the Kindlewyrd (7 def, 4 armour)Nuldir the Kindlewyrd (7 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+7 eff.) Ranged Defense: +7 (+5 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +30% light / +6% arcane Light radius: +2 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. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Poletira the iron helm (0 def, 3 armour) Poletira the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +1 Con Changes resistances: +7% cold Changes resistances penetration: +5% physical Allows you to breathe in: water Physical save: +15 (+8 eff.) Life regen: +0.40 Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% 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. Airsweeper (13 def, 8 armour)Airsweeper (13 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +13 (+11 eff.) Ranged Defense: +9 (+6 eff.) Fatigue: +16% Changes resistances: +9% arcane Changes damage: +9% lightning / +12% physical Spell save: +19 (+8 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Armagalar the stralite mail armour (4 def, 8 armour)Armagalar the stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +6 (+5 eff.) Armour penetration: +3 Armour: +8 Defense: +4 (+4 eff.) Fatigue: +12% Damage (Melee): 18 acid / 16 fire Damage when hit (Melee): 13 acid / 14 fire Changes stats: +4 Mag / +2 Wil Changes resistances: +24% acid / +26% fire / +12% temporal / +4% physical Changes damage: +12% temporal Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour (4 def, 7 armour)prismatic reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Changes resistances: +17% light / +18% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour)rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Changes resistances: +19% fire Life regen: +5.10 Stamina each turn: +1.30 A suit of armour made of leather. |
Nevor the voratun plate armour (9 def, 16 armour) Nevor the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+9 eff.) Fatigue: +26% Damage when hit (Melee): 10 light / 8 acid Changes stats: +7 Cun / +10 Wil Changes resistances: +14% blight / +9% temporal / +8% mind / +14% darkness Changes resistances penetration: +15% acid Changes damage: +12% temporal Mental save: +40 (+11 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield of physical resistance (+14%) (10 def, 2 armour, 143 block)flaming stralite shield of physical resistance (+14%) (10 def, 2 armour, 143 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+9 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 14 fire Changes resistances: +14% physical Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Stoketyphoon (19/19, 31.5-44.1 power, 10 apr)Stoketyphoon (19/19, 31.5-44.1 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Str, 70% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 10 bleeding, 44% reduced healing Damage (Ranged): +4 fire / +12 mind / +17 bleed Burst (radius 1) on hit: +16 mind / +24 fire Burst (radius 2) on crit: +12 mind / +12 fire Arrows are used with bows to pierce your foes to death. |
10 agate 10 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. |
322 alchemist agate 322 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. |
4 opal 4 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 spinel 9 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (132 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
Shadeusher the steel torque of charged psionic shield [power 53] (12 cooldown) Shadeusher the steel torque of charged psionic shield [power 53] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature / 4 darkness Changes resistances: +6% darkness Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +12% darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of kinetic psionic shield [power 43] (12 cooldown) hateful steel torque of kinetic psionic shield [power 43] (12 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 43 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of thermal psionic shield [power 43] (12 cooldown) hateful steel torque of thermal psionic shield [power 43] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 25] (12 cooldown) iron torque of thermal psionic shield [power 25] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. stralite torque of mindblast [power 253] (4 cooldown)stralite torque of mindblast [power 253] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 9 beam dealing 126.50 to 253.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Brightsnake [power 36] (12 cooldown) Brightsnake [power 36] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 fire Maximum wards: +3 acid / +2 nature / +1 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Layatta' [power 3] (6 cooldown) elven-wood totem of cure ailments 'Layatta' [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Str / +2 Con Talent cooldown: Lay Web (-2 turns) Talent granted: +6 Lay Web Infravision radius: +3 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
This item will automatically be transmogrified when you leave the level. elven-wood wand of firewall [power 197] (4 cooldown)elven-wood wand of firewall [power 197] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting 4 turns (dealing 208 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine 10 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. |
3 citrine 3 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azleez the Green the Yeek Summoner level 21
59th Haze 122nd year of Ascendancy at 22:33 see stats
By Azleez the Green the Yeek Summoner level 15
39th Dusk 122nd year of Ascendancy at 05:43 see stats
By Azleez the Green the Yeek Summoner level 23
64th Haze 122nd year of Ascendancy at 09:33 see stats
By Azleez the Green the Yeek Summoner level 10
1st Summertide 122nd year of Ascendancy at 16:08 see stats
By Azleez the Green the Yeek Summoner level 20
9th Haze 122nd year of Ascendancy at 18:27 see stats
By Azleez the Green the Yeek Summoner level 20
22nd Haze 122nd year of Ascendancy at 15:54 see stats
By Azleez the Green the Yeek Summoner level 22
61st Haze 122nd year of Ascendancy at 19:33 see stats
By Azleez the Green the Yeek Summoner level 26
72nd Haze 122nd year of Ascendancy at 22:16 see stats
By Azleez the Green the Yeek Summoner level 11
17th Dusk 122nd year of Ascendancy at 14:11 see stats
By Azleez the Green the Yeek Summoner level 13
24th Dusk 122nd year of Ascendancy at 02:55 see stats
By Azleez the Green the Yeek Summoner level 17
51st Dusk 122nd year of Ascendancy at 11:09 see stats
By Azleez the Green the Yeek Summoner level 27
76th Haze 122nd year of Ascendancy at 16:15 see stats
Log
Rested for 1 turns (stop reason: taken damage).
Fire drake's devouring flames area effect hits Azleez the Green for 21 fire damage.
Xonne the elven tempest receives 104 healing.
Resting starts...
Talent Nature's Touch is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 19 turns (stop reason: taken damage).
Thunderstorm hits Azleez the Green for 43 lightning damage.
Azleez the Green is doomed!
You fail to use War Hound due to your equilibrium!
Talent Track is ready to use.
Impending Doom from Xonne the elven tempest hits Azleez the Green for 56 arcane damage.
Xonne the elven tempest's spell attains critical power!
Thunderstorm hits Azleez the Green for 72 lightning damage.
Xonne the elven tempest casts Invoke Darkness.
Xonne the elven tempest hits Azleez the Green for 306 darkness damage.
Azleez the Green uses Nature's Touch.
Azleez the Green receives 133 healing.
Impending Doom from Xonne the elven tempest hits Azleez the Green for 56 arcane damage.
Thunderstorm hits Azleez the Green for 21 lightning damage.
Azleez the Green uses Infusion: Movement.
Azleez the Green is moving freely.
Azleez the Green is moving at extreme speed!
Xonne the elven tempest casts Lightning.
Saving game...