Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 18 / 92% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 18 on the 22nd Loss 122nd year of Ascendancy at 16:12 / 2Killed by snow giant thunderer at level 18 on the 22nd Loss 122nd year of Ascendancy at 17:19 |
Primary Stats
Strength | 50 (base 34) |
Dexterity | 28 (base 10) |
Constitution | 17 (base 10) |
Magic | 60 (base 46) |
Willpower | 20 (base 10) |
Cunning | 32 (base 13) |
Resources
Life | -154/482 |
Mana | 269/378 |
Stamina | 160/200 |
Healing Factor | 1.2629415192739 |
Regeneration | 12.945150572558 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 110 |
Accuracy | 49 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +3% |
Light | +10% |
Darkness | +3% |
Blight | +5% |
Acid | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +10% |
Physical | +10% |
Cold | +5% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 41.413408721348 (70.897138898113%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 4 |
Physical Save | 32 |
Spell Save | 24 |
Mental Save | 18 |
Defense: Resistances
Acid | + 31%( 70%) |
Light | + 30%( 70%) |
Nature | + 13%( 70%) |
Blight | + 11%( 70%) |
Darkness | + 15%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (14 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed black mamba head. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 lumberjacks have died. | done |
Equipment
On feet | blightbringer's pair of rough leather boots of rushing (0 def, 1 armour) blightbringer's pair of rough leather boots of rushing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Mag / +2 Con Changes damage: +6% acid / +5% blight Disease immunity: +20% Spellpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - 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. |
Tool | Zutothad the iron pickaxe (dig speed 37 turns) Zutothad the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+3 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: -4% Changes stats: +3 Str Changes resistances penetration: +10% physical Changes damage: +3% acid Stamina each turn: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
On fingers | solipsist's steel ring of perseverance solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Stun/Freeze immunity: +22% Life regen: +3.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around waist | Muckbait the rough leather belt Muckbait the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 2 cold Changes resistances penetration: +15% nature / +5% cold Changes damage: +3% nature / +6% fire Maximum life: +33.00 A belt that goes around your waist. |
In main hand | Yvyreta the Fireminister (48-76 power, 2 apr) Yvyreta the Fireminister (48-76 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Wil Changes resistances penetration: +10% fire Maximum mana: +100.00 Massive two-handed swords. |
On hands | Demontorrent (0 def, 2 armour) Demontorrent (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% nature / +15% darkness Changes resistances penetration: +5% darkness / +15% nature Changes damage: +3% darkness Life regen: +4.00 Stamina each turn: +1.10 Maximum stamina: +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Xaniminne (4 def, 16 armour) Xaniminne (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +7% Changes stats: +4 Dex / +3 Wil / +1 Cun / +1 Con Changes resistances: +28% acid / +12% cold Allows you to breathe in: water Reduces incoming crit damage: 10.00% Physical save: +9 (+4 eff.) Light radius: +2 A suit of armour made of mail. |
Cloak | Elenegadragas the Cracklenaught (1 def, 0 armour) Elenegadragas the Cracklenaught (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 acid Changes resistances: +11% blight / +10% nature / +3% acid Changes damage: +3% lightning Critical mult.: +5.00% Life regen: +2.00 Mindpower: +15 (+7 eff.) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of manastreaming restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Mag Life regen: +1.00 Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +26.00 Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 126; cd 11) healing infusion of the sneak (heal 126; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 126 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the warrior (speed 563%; cd 13) movement infusion of the warrior (speed 563%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 563% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; physical; dur 4; cd 16) wild infusion of the wizard (res 28%; physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
This item will automatically be transmogrified when you leave the level. insulating steel amulet of constitution (+4)insulating steel amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% fire / +13% cold Amulets make your neck look great! |
insulating steel amulet of willpower (+4) insulating steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
copper ring of arcana (+0.10/turn) copper ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +23% Mana each turn: +0.10 Rings make your fingers look great! |
marksman's steel ring of pilfering marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+4 eff.) Rings make your fingers look great! |
savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +26% Maximum life: +22.00 Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Bilevile the dwarven-steel battleaxe (43-64 power, 2 apr) Bilevile the dwarven-steel battleaxe (43-64 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 6 acid Changes damage: +12% nature Spell save: +6 (+3 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel dagger (14-18 power, 6 apr)steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Flashsnake the dwarven-steel greatmaul (40-60 power, 2 apr) Flashsnake the dwarven-steel greatmaul (40-60 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +1.0% Armour: +8 Damage when hit (Melee): 6 physical Changes stats: +5 Dex / +3 Wil Changes resistances: +9% lightning Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (30-44 power, 2 apr)steel greatmaul (30-44 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Hokalthodig the steel greatsword (22-36 power, 2 apr)Hokalthodig the steel greatsword (22-36 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 32% Damage (Melee): +16 acid / +12 nature When wielded/worn: Changes stats: +1 Cun / +5 Str Infravision radius: +1 Massive two-handed swords. |
dwarven-steel greatsword 'Strikerock' (36-57 power, 2 apr) dwarven-steel greatsword 'Strikerock' (36-57 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: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 22 Damage (Melee): +13 mind Damage (radius 1) on hit: +16 light / +8 lightning When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes damage: +9% mind Maximum psi: +20.00 Mindpower: +15 (+7 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Samodar' (15-21 power, 3 apr)steel longsword 'Samodar' (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Changes stats: +5 Str / +5 Wil / +2 Cun / +7 Con Spell save: +6 (+3 eff.) Maximum life: +22.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Haneromithad (16-22 power, 3 apr)Haneromithad (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Armour: +6 Critical mult.: +20.00% Poison immunity: +20% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel mace (12-17 power, 3 apr)chilling steel mace (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, cold element)ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, cold element)ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (15-18 power, 3 apr, arcane element)ash magestaff of might (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of paradox (10-15 power, 3 apr)balanced steel waraxe of paradox (10-15 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+3 eff.) Changes resistances: +7% temporal Disarm immunity: +26% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
Kindlewither the woollen robe (0 def, 0 armour) Kindlewither the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +8 Con Changes resistances: +19% lightning / +9% all Changes resistances penetration: +20% light Changes damage: +12% nature / +13% lightning Poison immunity: +41% Disease immunity: +47% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 44.45 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
blighted hardened leather gloves of strength (+3) (0 def, 2 armour) blighted hardened leather gloves of strength (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Damage (Melee): 7 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Zeryrominik' (0 def, 2 armour)hardened leather gloves 'Zeryrominik' (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to reduce all saves and defense by 22 Damage (Melee): 19 mind / 14 darkness Changes resistances: +15% mind / +5% arcane Changes damage: +15% arcane Mental save: -10 (-10 eff.) Mindpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningscar the iron helm (0 def, 3 armour) Lightningscar the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Mag Changes resistances: +3% temporal / +6% cold / +9% fire Changes damage: +3% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Polonor' (0 def, 3 armour) hardened leather cap 'Polonor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +6 Dex Changes resistances: +6% light / +12% nature / +5% arcane Spell save: +3 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 170.9 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Lisotira (13 def, 8 armour) Lisotira (13 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+6 eff.) Fatigue: +12% Changes resistances: +9% blight / +6% mind / +5% arcane Physical save: +3 (+1 eff.) Mental save: +14 (+8 eff.) Stun/Freeze immunity: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Emalralaith' (0 def, 15 armour)steel plate armour 'Emalralaith' (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Damage when hit (Melee): 4 mind Changes stats: +5 Cun Changes resistances: +21% acid / +6% nature Spell save: +6 (+3 eff.) A suit of armour made of metal plates. |
Runakaltholeg the Dazzleraptor (0 def, 6 armour, 84 block) Runakaltholeg the Dazzleraptor (0 def, 6 armour, 84 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +7 Dex / +2 Cun Talent granted: +1 Block Handheld deflection devices. |
6 agate 6 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. |
80 alchemist agate 80 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. |
4 onyx 4 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. |
2 opal 2 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Cobrasever CobraseverInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +1% physical Physical save: +6 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +11% 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 health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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. |
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 (+6 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 8 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 20% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (18/18, 20-24 power, 2 apr)pouch of steel shots (18/18, 20-24 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Cracklevalor [power 194] (18/15 cooldown)Cracklevalor [power 194] (18/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +12% lightning / +6% arcane / +3% mind Critical mult.: +5.00% Psi when hit: +0.12 It can be used to sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
cleansing elm wand of conjuration [power 100] (18/15 cooldown) cleansing elm wand of conjuration [power 100] (18/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 103 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrine 9 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Akomaric the Drem Arcane Blade level 11
20th Profit 122nd year of Ascendancy at 07:13 see stats
By Akomaric the Drem Arcane Blade level 10
30th Voratun 122nd year of Ascendancy at 14:03 see stats
By Akomaric the Drem Arcane Blade level 9
25th Voratun 122nd year of Ascendancy at 13:14 see stats
By Akomaric the Drem Arcane Blade level 5
20th Voratun 122nd year of Ascendancy at 06:20 see stats
By Akomaric the Drem Arcane Blade level 17
14th Loss 122nd year of Ascendancy at 06:53 see stats
By Akomaric the Drem Arcane Blade level 18
22nd Loss 122nd year of Ascendancy at 16:12 see stats
Log
Burning from Akomaric hits Islinor the xorn for (10 flat reduction), 34 fire (34 total damage).
Black Blood Bleeding from Akomaric hits Snow giant thunderer for 23 darkness damage.
Snow giant thunderer misses Akomaric.
Islinor the xorn weaves his cloak!
Islinor the xorn's fire area effect hits Akomaric for 69 fire damage.
Islinor the xorn shrugs off Akomaric's 'Dazed'!
Akomaric hits Islinor the xorn for (10 flat reduction), 91 physical, (6 flat reduction), 0 lightning, (7 flat reduction), 0 fire, (10 flat reduction), 3 light, (10 flat reduction), 7 blight (101 total damage).
Burning from Islinor the xorn hits Akomaric for 16 fire damage.
Black Blood Bleeding from Akomaric hits Islinor the xorn for (10 flat reduction), 13 darkness (13 total damage).
Burning from Akomaric hits Islinor the xorn for (10 flat reduction), 34 fire (34 total damage).
Black Blood Bleeding from Akomaric hits Snow giant thunderer for 23 darkness damage.
Snow giant thunderer misses Akomaric.
Islinor the xorn shoots!
Islinor the xorn's fire area effect hits Akomaric for 69 fire damage.
Akomaric is recovering from the damage!
Islinor the xorn's Shoot hits Akomaric for 39 physical damage.
Islinor the xorn's Shoot hits Akomaric for 35 physical, 5 nature (39 total damage).
You collect a new ingredient: xorn fragment (1).
Akomaric hits Islinor the xorn for (10 flat reduction), 106 physical (106 total damage).
Akomaric killed Islinor the xorn!
Burning from Islinor the xorn hits Akomaric for 31 fire damage.
Black Blood Bleeding from Akomaric hits Snow giant thunderer for 23 darkness damage.
Snow giant thunderer casts Lightning.
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits Akomaric for 159 lightning damage.
Snow giant thunderer hits Akomaric for 161 lightning damage.
Snow giant thunderer hits Snow giant thunderer for 169 lightning damage.
Akomaric the level 18 drem arcane blade was shocked to death by a snow giant thunderer on level 2 of Tempest Peak.