
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/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:
Items Vault 1.4.8Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Infinite |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Brawler |
Level / Exp | 37 / 63% |
Size | big |
Lifes / Deaths | Killed by venom wyrm at level 8 on the 77th Pyre 122nd year of Ascendancy at 21:55 / 12Killed by venom wyrm at level 9 on the 77th Pyre 122nd year of Ascendancy at 23:40 Killed by venom wyrm at level 9 on the 78th Pyre 122nd year of Ascendancy at 01:06 Killed by worm that walks at level 9 on the 78th Pyre 122nd year of Ascendancy at 02:14 Killed by venom wyrm at level 9 on the 78th Pyre 122nd year of Ascendancy at 03:18 Killed by venom drake at level 9 on the 78th Pyre 122nd year of Ascendancy at 04:46 Killed by worm that walks at level 9 on the 78th Pyre 122nd year of Ascendancy at 05:53 Killed by worm that walks at level 9 on the 78th Pyre 122nd year of Ascendancy at 07:09 Killed by venom drake at level 10 on the 78th Pyre 122nd year of Ascendancy at 08:29 Killed by worm that walks at level 10 on the 78th Pyre 122nd year of Ascendancy at 09:33 Killed by shadow at level 23 on the 8th Mirth 122nd year of Ascendancy at 13:15 Killed by shadow at level 23 on the 9th Mirth 122nd year of Ascendancy at 22:54 |
Primary Stats
Strength | 154 (base 60) |
Dexterity | 98 (base 60) |
Constitution | 97 (base 60) |
Magic | 67 (base 60) |
Willpower | 69 (base 60) |
Cunning | 111 (base 60) |
Resources
Life | 1476/1476 |
Stamina | 254/254 |
Healing Factor | 1.32 |
Regeneration | 12.864921249819 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +13.276238157758% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 15 |
Offense: Barehand
Damage | 197 |
Accuracy | 100 |
Crit Chance | 113% |
APR | 15 |
Speed | 0.89 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 33 (82.924528301887%) |
Defense | 88 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 81 |
Mental Save | 56 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 5% |
Pinning Resistance | 25% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 358 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 564 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 767 damage for 4 turns. Its effects scale with your Strength 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 547 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 24) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Striking Stance |
talent | Lacerating Strikes |
talent | Slow Motion |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | Has a 61% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.5 throws remaining) Grappling Defensively |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Blindspitter (31 def, 5 armour) Blindspitter (31 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+11 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +15 Lck / +6 Dex Changes resistances: +12% light Changes resistances penetration: +15% light Changes damage: +18% mind Stealth bonus: +15 Stamina each turn: +1.10 Maximum stamina: +40.00 Light radius: +1 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 44 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
On hands | dwarven-steel gauntlets 'Polemira' (0 def, 2 armour) dwarven-steel gauntlets 'Polemira' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +11 (+2 eff.) Armour: +2 Damage (Melee): 8 fire Changes stats: +9 Str / +5 Dex / +2 Mag / +1 Wil / +8 Cun / +4 Con Changes resistances: +9% darkness / +8% fire Changes damage: +5% fire Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Infravision radius: +5 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +9 Physical crit. chance: +25.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness Burst (radius 2) on crit: +10 fire It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Glulrarin (9 def, 3 armour) Glulrarin (9 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Armour: +3 Defense: +9 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +12 Str / +10 Dex / +11 Cun Changes resistances: +3% temporal / +9% mind / +6% light Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +25% Only die when reaching: -20.00 life A cap made of leather. |
Tool | Ce'Nossra the Duskseam (dig speed 7 turns) Ce'Nossra the Duskseam (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Effects on melee hit: * 40% chance to inflict damage reduction * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +3 Mag / +3 Cun Changes resistances: +7% physical / +6% darkness / +6% temporal Changes resistances penetration: +5% darkness / +5% temporal Changes damage: +3% temporal Maximum life: +30.00 Maximum mana: +35.00 Maximum stamina: +18.00 Spell crit. chance: +6% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Runaruilin the Noonlash Runaruilin the NoonlashCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Physical power: +7 (+1 eff.) Fatigue: -6% Effects on melee hit: * 14% chance to cause random gloom * 30% chance to blind Damage (Melee): 8 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun Changes resistances: +1% physical Changes damage: +6% light / +5% all Hate when firing a critical mind attack: +1.00 Only die when reaching: -40.00 life Maximum hate: +9.00 Spellpower: +9 (+3 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | Siliwe SiliweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Spell save: +25 (+5 eff.) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +26% Life regen: +0.60 Mana each turn: +0.08 Vim when firing critical spell: +1.00 Maximum life: +67.00 Spellpower: +10 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
Around neck | stralite amulet 'Chamahor' stralite amulet 'Chamahor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +17 (+6 eff.) Changes stats: +6 Cun / +17 Lck Changes resistances: +4% physical / +20% fire / +3% nature / +27% cold Reduces incoming crit damage: 10.00% Physical save: +38 (+8 eff.) Spell save: +19 (+4 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +5% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Main armor | Eluna (15 def, 9 armour) Eluna (15 def, 9 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +15 (+5 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex / +2 Cun Changes resistances: +19% acid / +5% arcane Changes damage: +9% mind Maximum encumbrance: +50 Physical save: +28 (+6 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 A suit of armour made of leather. |
Light source | Bykalthofang BykalthofangInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 blight / 8 arcane Changes stats: +6 Cun / +10 Wil Changes resistances: +3% acid Changes damage: +8% mind Critical mult.: +19.00% Physical save: +10 (+3 eff.) Spell save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Light radius: -7 Infravision radius: +6 Healing mod.: +18% Damage Shield penetration: +40% A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 34 power out of 60/60) : Effective talent level: 1.2 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 95.39 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 55 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Belymira the Hellstake Belymira the HellstakePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -6% Damage when hit (Melee): 8 fire Changes stats: +3 Mag Changes damage: +5% temporal / +6% light / +12% blight / +5% physical / +5% darkness Critical mult.: +13.00% Spell save: +18 (+4 eff.) Life regen: +1.70 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Damage Shield penetration: +50% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Torogen TorogenInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Wil Changes resistances: +17% blight / +14% mind / +11% nature Changes resistances penetration: +10% physical Mental save: +5 (+2 eff.) Poison immunity: +23% Disease immunity: +23% Confusion immunity: +35% Life regen: +0.40 Maximum stamina: +5.00 Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
Belylenik BelylenikInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +3 Str / +4 Dex Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +27% Life regen: +3.60 Maximum life: +120.00 Maximum stamina: +15.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 46 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Sootstinger the gold ring Sootstinger the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +22 (+3 eff.) Defense: +14 (+5 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +4 Str / +7 Cun / +6 Con Changes resistances: +6% lightning Changes damage: +12% darkness / +12% lightning Stun/Freeze immunity: +37% Life regen: +2.60 Spellpower: +10 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
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. |
rough leather belt 'Eilinita' rough leather belt 'Eilinita'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Mag Changes damage: +6% temporal Physical save: +12 (+3 eff.) Mana each turn: +0.26 Maximum mana: +21.00 Maximum vim: +40.00 Damage Shield penetration: +50% A belt that goes around your waist. |
rough leather belt 'Ivotta' rough leather belt 'Ivotta'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Defense: +6 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +4 Dex / +3 Wil / +4 Cun Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +10% acid / +10% mind Physical save: +12 (+3 eff.) Mental save: +3 (+1 eff.) Maximum life: +36.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
rough leather belt 'Tulybar' rough leather belt 'Tulybar'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Defense: +11 (+4 eff.) Fatigue: -2% Changes stats: +4 Dex / +2 Mag / +4 Cun / +6 Con Changes damage: +6% physical Reduces incoming crit damage: 5.00% Stealth bonus: +7 Physical save: +7 (+2 eff.) Mana each turn: +0.19 Maximum life: +10.00 Maximum mana: +25.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +7% Healing mod.: +5% A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Airpain (0 def, 0 armour) Airpain (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +4 Mag / +5 Wil / +2 Con Changes resistances: +16% lightning / +7% cold / +16% nature / +2% physical Changes damage: +8% lightning / +6% physical / +11% nature / +7% cold Physical save: +6 (+2 eff.) Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 56 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of iron boots 'Arovea' (2 def, 3 armour) pair of iron boots 'Arovea' (2 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -3% Changes resistances: +2% physical Reduces incoming crit damage: 5.00% Maximum encumbrance: +22 Physical save: +27 (+6 eff.) Spell save: +10 (+2 eff.) Pinning immunity: +20% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 94.84 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Lightquencher the dwarven-steel gauntlets (0 def, 2 armour) Lightquencher the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +10 Armour: +2 Damage (Melee): 8 acid Damage when hit (Melee): 4 physical Changes stats: +3 Str / +9 Dex / +9 Cun Changes resistances: +7% acid / +3% physical / +3% cold Changes damage: +7% acid Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Spell save: +25 (+5 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +37% Stun/Freeze immunity: +15% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +10 acid It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Porubeth the hardened leather gloves (0 def, 2 armour) Porubeth the hardened leather gloves (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +7 Armour: +2 Changes stats: +3 Str / +5 Dex / +3 Wil / +6 Cun / +3 Con Changes resistances: +6% nature / +9% temporal Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+3 eff.) Mental save: +32 (+9 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sparkserpent the dwarven-steel gauntlets (0 def, 2 armour) Sparkserpent the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical crit. chance: +14.0% Armour: +2 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 arcane Changes stats: +4 Dex / +7 Mag / +8 Cun Changes resistances: +7% light / +7% darkness / +5% arcane Changes damage: +6% arcane Critical mult.: +8.00% Spell crit. chance: +9% Mental crit. chance: +12% Infravision radius: +2 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Physical crit. chance: +17.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 40% chance to daze Damage (Melee): +12 lightning / +8 arcane Burst (radius 2) on crit: +8 arcane / +24 light / +30 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 64.91 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Thunderspiker the rough leather gloves (0 def, 1 armour) Thunderspiker the rough leather gloves (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 fire Damage when hit (Melee): 4 acid Changes stats: +2 Cun Changes resistances: +6% acid / +6% fire / +6% darkness Changes resistances penetration: +20% lightning Changes damage: +4% fire Infravision radius: +2 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 40% chance to corrode armour Damage (Melee): +6 darkness Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +6 fire It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (8 def, 0 armour) Crown of Burning Pain (8 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +8 (+3 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +20% fire It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 126.82 fire and 115.29 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Glimmerquick the rough leather cap (0 def, 1 armour) Glimmerquick the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances: +7% lightning / +6% temporal / +3% light / +7% blight / +12% mind Reduces incoming crit damage: 5.00% Mental save: +21 (+6 eff.) Confusion immunity: +26% Life regen: +0.40 Maximum life: +30.00 Light radius: +1 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
rough leather cap 'Zanyzor' (0 def, 1 armour) rough leather cap 'Zanyzor' (0 def, 1 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Mag / +1 Cun Grants telepathy: Dragon A cap made of leather. This item has been sent to the Item's Vault. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. This item has been sent to the Item's Vault. |
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. |
472 alchemist agate 472 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brandhunger (dig speed 10 turns) Brandhunger (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 20 fire Changes stats: +4 Str Changes resistances: +5% darkness / +10% fire Changes resistances penetration: +5% mind Changes damage: +3% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Silomidamina (dig speed 12 turns) Silomidamina (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+1 eff.) Fatigue: -7% Changes stats: +5 Str Changes resistances: +6% temporal / +12% nature / +12% mind Changes resistances penetration: +10% mind Changes damage: +7% nature / +3% temporal Critical mult.: +15.00% Physical save: +11 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Maximum life: +70.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sunbone' (dig speed 10 turns) iron pickaxe 'Sunbone' (dig speed 10 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 light / 12 blight Changes stats: +1 Str / +2 Cun Changes resistances: +7% darkness / +9% blight Changes damage: +9% blight / +7% fire / +7% mind Damage affinity(heal): +15% darkness Mental save: +6 (+2 eff.) Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 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 120.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.03 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. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 291 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 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. |
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 (+1 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 17 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 80% 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
4 amethyst 4 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. |
supercharged elm wand of trap destruction [power 22] (13 cooldown) supercharged elm wand of trap destruction [power 22] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (22 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of clairvoyance [power 14] (5 cooldown) supercharged elven-wood wand of clairvoyance [power 14] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 14, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Ogre Brawler the Ogre Brawler level 13
2nd Mirth 122nd year of Ascendancy at 02:55 see stats
By Ogre Brawler the Ogre Brawler level 28
9th Flare 122nd year of Ascendancy at 02:02 see stats
By Ogre Brawler the Ogre Brawler level 28
7th Flare 122nd year of Ascendancy at 08:26 see stats
By Ogre Brawler the Ogre Brawler level 25
3rd Flare 122nd year of Ascendancy at 10:03 see stats
By Ogre Brawler the Ogre Brawler level 34
6th Dusk 122nd year of Ascendancy at 19:03 see stats
By Ogre Brawler the Ogre Brawler level 10
78th Pyre 122nd year of Ascendancy at 08:13 see stats
By Ogre Brawler the Ogre Brawler level 20
6th Mirth 122nd year of Ascendancy at 04:56 see stats
By Ogre Brawler the Ogre Brawler level 30
1st Dusk 122nd year of Ascendancy at 10:30 see stats
By Ogre Brawler the Ogre Brawler level 31
3rd Dusk 122nd year of Ascendancy at 12:59 see stats
By Ogre Brawler the Ogre Brawler level 21
7th Mirth 122nd year of Ascendancy at 14:16 see stats
By Ogre Brawler the Ogre Brawler level 33
5th Dusk 122nd year of Ascendancy at 17:19 see stats
By Ogre Brawler the Ogre Brawler level 23
10th Mirth 122nd year of Ascendancy at 05:56 see stats
Log
You gain 19.11 gold from the transmogrification of Chalizilahor (45-67.5 power, 2 apr).
You gain 25.00 gold from the transmogrification of Burnlash (31.5-47.25 power, 2 apr).
You gain 24.19 gold from the transmogrification of gold ring 'Zubuma'.
You gain 19.65 gold from the transmogrification of gold ring 'Singebraze'.
You gain 0.25 gold from the transmogrification of gold ring.
You gain 1.50 gold from the transmogrification of insulating gold amulet of strength (+4).
You gain 25.00 gold from the transmogrification of Turebers.
You gain 24.27 gold from the transmogrification of Tarriyarach the Viperravager.
You gain 20.99 gold from the transmogrification of Aeremibeth the stralite amulet.
You gain 1.06 gold from the transmogrification of teleportation rune of the wizard (range 139).
You gain 0.53 gold from the transmogrification of teleportation rune (range 20).
You gain 0.55 gold from the transmogrification of teleportation rune (range 36).
You gain 1.31 gold from the transmogrification of shielding rune (absorb 106 for 4 turns).
You gain 1.41 gold from the transmogrification of shielding rune (absorb 138 for 4 turns).
You gain 2.60 gold from the transmogrification of phase door rune of the psychic (range 15; power 45; dur 4).
You gain 1.20 gold from the transmogrification of manasurge rune of the wizard (1733% regen over 10 turns; 87 instant mana).
You gain 2.41 gold from the transmogrification of acid wave rune of the wizard (292 acid damage; dur 5; apply 64).
You gain 1.82 gold from the transmogrification of acid wave rune of the sneak (248 acid damage; dur 5; apply 82).
You gain 1.60 gold from the transmogrification of acid wave rune (105 acid damage; dur 5; apply 20).
You gain 1.54 gold from the transmogrification of regeneration infusion of the psychic (heal 521 over 5 turns).
You gain 1.71 gold from the transmogrification of movement infusion (300% speed; 4 turns).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Ogre Brawler deactivates Striking Stance.
Ogre Brawler deactivates Daunting Presence.
Ogre Brawler deactivates Exploit Weakness.
Ogre Brawler deactivates Precise Strikes.
Ogre Brawler deactivates Lacerating Strikes.
Ogre Brawler deactivates Slow Motion.