Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Hulk! 1.4.4 Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Sun Paladin |
Level / Exp | 30 / 88% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1108 (base 60) |
Dexterity | 1018 (base 10) |
Constitution | 1012 (base 10) |
Magic | 1062 (base 37) |
Willpower | 1018 (base 10) |
Cunning | 1041 (base 30) |
Resources
Equilibrium | 20 |
Life | 439161/439161 |
Positive | 0/62 |
Stamina | 2353/2677 |
Paradox | 300 |
Healing Factor | 1.1 |
Regeneration | 11010.134585816 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 2907 |
Accuracy | 247 |
Crit Chance | 839% |
APR | 23 |
Speed | 1.11 |
Offense: Spell
Spellpower | 198 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 249 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 25 (50%) |
Defense | 201 |
Ranged Defense | 202 |
Fatigue | 0 |
Physical Save | 190 |
Spell Save | 187 |
Mental Save | 182 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 100% |
Disarm Resistance | 53% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 82% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 106). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 213) for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3554 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.86 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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Effects
talent | Never Stop Running |
talent | Precise Strikes |
talent | Chant of Light |
talent | Second Life |
talent | Weapon of Wrath |
talent | Exploit Weakness |
talent | Weapon of Light |
talent | Searing Sight |
talent | Elemental Harmony |
talent | Roll With It |
talent | Contingency |
talent | Righteous Strength |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
Equipment
On feet | Tulodunamas the pair of drakeskin leather boots (46 def, 5 armour) Tulodunamas the pair of drakeskin leather boots (46 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +46 (+5 eff.) Fatigue: +5% Changes stats: +4 Mag / +4 Wil Changes resistances: +6% blight / +15% fire / +3% lightning Changes resistances penetration: +15% arcane / +10% blight Mana each turn: +0.12 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Quiver | Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (470 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Oluhor (2 def, 8 armour) Oluhor (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +4% Changes stats: +1 Mag Changes resistances: +3% acid / +6% temporal / +9% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +20 (+2 eff.) Disarm immunity: +15% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 1417.64 temporal and 1301.44 darkness damage (based on Magic), costing 11 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | Urekhad the Blazesmasher Urekhad the BlazesmasherPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +4 Mag Changes resistances: +9% light / +6% lightning Changes resistances penetration: +15% lightning / +5% mind Mana each turn: +0.40 Maximum mana: +43.00 Light radius: +3 A belt that goes around your waist. |
In main hand | Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 2908.72 fire damage, and flames will be left dealing a further 704.55 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | Kheluromihir (0 def, 2 armour) Kheluromihir (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Damage (Melee): 21 lightning Changes stats: +3 Mag Changes resistances: +16% lightning Changes resistances penetration: +5% arcane Changes damage: +16% lightning / +3% arcane / +3% mind Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +8 (+1 eff.) Mental save: +11 (+1 eff.) Disarm immunity: +38% Psi when hit: +0.12 Maximum vim: +30.00 Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 2) on crit: +21 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 242 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
insidious poison infusion (43 nature damage, 59% healing reduction) insidious poison infusion (43 nature damage, 59% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.71 nature damage per turn for 7 turns, and reducing the target's healing received by 59%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 465 over 5 turns)regeneration infusion (heal 465 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (246 acid damage; dur 5; apply 21)acid wave rune (246 acid damage; dur 5; apply 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 246.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (428 lightning damage)lightning rune (428 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 142.68 to 428.04 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. Poruwyn the voratun amuletPoruwyn the voratun amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +5% arcane Changes resistances penetration: +20% mind / +20% temporal Vim when firing critical spell: +1.00 Maximum mana: +60.00 Maximum vim: +10.00 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ring of miserypainweaver's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +9 Cun Changes damage: +7% all Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +20 (+2 eff.) Mindpower: +20 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. solipsist's voratun ring of lifesolipsist's voratun ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +1.50 Maximum life: +100.00 Mindpower: +15 (+2 eff.) Healing mod.: +28% Rings can have magical properties. |
insidious dwarven-steel battleaxe of evisceration (30-45 power, 2 apr) insidious dwarven-steel battleaxe of evisceration (30-45 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +56 insidious poison When wielded/worn: Physical crit. chance: +16.0% Physical power: +14 (+1 eff.) Massive two-handed battleaxes. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 1154.44 to 3463.32 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 3380.02 to 6760.04 physical damage (based on Strength) to each, costing 27 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
This item will automatically be transmogrified when you leave the level. acidic voratun greatmaul of crippling (68.5-102.75 power, 4 apr)acidic voratun greatmaul of crippling (68.5-102.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +28 acid When wielded/worn: Physical crit. chance: +21.0% Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of recursiondragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Galequick the voratun longsword (50.5-70.7 power, 11 apr)Galequick the voratun longsword (50.5-70.7 power, 11 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 50.5 - 70.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 physical When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +15.0% Changes stats: +4 Str Changes resistances penetration: +10% lightning Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Tureziladin (45-63 power, 6 apr)Tureziladin (45-63 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal When wielded/worn: Effects on melee hit: * 60% chance to corrode armour Changes stats: +2 Str / +5 Mag / +3 Con Changes resistances penetration: +10% acid Changes damage: +6% acid Spellpower: +2 (+0 eff.) Damage Shield penetration: +30% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic voratun longsword (43-60.2 power, 6 apr)caustic voratun longsword (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour When wielded/worn: Changes resistances penetration: +13% acid Life regen: +2.50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. projecting living mindstar of the jelly (18-19.8 power, 40 apr, mind damage)projecting living mindstar of the jelly (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 18.0 - 19.8 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +22% lightning / +25% fire / +10% acid / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Equilibrium when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's living mindstar of life (16.5-18.15 power, 40 apr, mind damage)summoner's living mindstar of life (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.80 Maximum life: +50.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone starstaff of power (30-36 power, 6 apr, light element)shimmering dragonbone starstaff of power (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.39 Maximum mana: +75.00 Spellpower: +34 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff of might (30-36 power, 6 apr, darkness element)shimmering dragonbone vilestaff of might (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +83.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of torment (39-54.6 power, 6 apr)elemental voratun waraxe of torment (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +17% acid / +15% darkness / +16% fire / +17% cold / +12% mind / +17% lightning One-handed war axes. |
voratun waraxe 'Duskvile' (39.5-55.3 power, 6 apr) voratun waraxe 'Duskvile' (39.5-55.3 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +17 temporal / +19 nature / +16 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Damage when hit (Melee): 8 darkness / 8 temporal Changes resistances penetration: +10% blight / +20% temporal Maximum vim: +20.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balancing drakeskin leather belt of burglarybalancing drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +12 Dex / +10 Cun / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 3652.32 cold damage and condensing the air into freezing vapors that deal 1217.44 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak 'Beregoneg' (3 def, 0 armour)elven-silk cloak 'Beregoneg' (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +4 (+0 eff.) Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Dex / +6 Con Changes resistances: +2% physical Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Life regen: +0.40 Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Adavena' (5 def, 8 armour)elven-silk robe 'Adavena' (5 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Changes stats: +2 Cun Changes resistances: +25% acid / +6% cold / +6% lightning Changes resistances penetration: +5% mind Changes damage: +17% acid Mental save: +20 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +20% Light radius: +5 Infravision radius: +1 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of alchemy (5 def, 0 armour)fearwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% acid / +17% physical / +15% fire / +18% cold Changes resistances penetration: +20% darkness / +19% physical Changes damage: +15% acid / +35% physical / +20% darkness / +12% cold / +15% fire Talent cooldown: Refit Golem (-6 turns) Maximum hate: +9.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+2 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 360, based on Cunning and Magic) for 10 turns, costing 27 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level. Duskwreck the drakeskin leather armour (5 def, 8 armour)Duskwreck the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 darkness Changes stats: +2 Str / +6 Con Changes resistances: +3% fire / +20% light / +20% darkness Changes resistances penetration: +20% blight / +5% fire Changes damage: +6% blight See invisible: +3 A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 908.14 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of natural resilience (5 def, 8 armour)rejuvenating drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +19% nature / +16% blight Reduced damage from: +12% Unnatural Life regen: +7.80 Stamina each turn: +1.50 A suit of armour made of leather. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 1366.01 to 1707.52 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
wintry voratun shield of temporal resistance (+20%) (12 def, 3 armour, 67.5-81 power, 196.5 block) wintry voratun shield of temporal resistance (+20%) (12 def, 3 armour, 67.5-81 power, 196.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 Damage (Melee): +27 cold When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 35% chance to gain 10% of a turn Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +17% temporal / +20% cold Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Radhadraromistir (20/20, 50-70 power, 18 apr)Radhadraromistir (20/20, 50-70 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * wounds the target Damage (Ranged): +40 blight / +19 bleed / +32 mind / +16 arcane Burst (radius 1) on hit: +16 mind Arrows are used with bows to pierce your foes to death. |
Ravenbreaker (21/21, 33.5-46.9 power, 10 apr) Ravenbreaker (21/21, 33.5-46.9 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to inflict damage reduction * 20% chance to blind Damage (Ranged): +16 insidious poison / +9 temporal / +9 nature Burst (radius 1) on hit: +12 light / +4 darkness Arrows are used with bows to pierce your foes to death. |
247 alchemist agate 247 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's voratun pickaxe (dig speed 12 turns) =Digger= soldier's voratun pickaxe (dig speed 12 turns) =Digger=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +3 Str Changes resistances: +10% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% 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 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 110 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of torment (20/20, 56.5-67.8 power, 6 apr)pouch of voratun shots of torment (20/20, 56.5-67.8 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * 20% chance to torment the target Damage (Ranged): +19 mind / +13 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. rushing dragonbone totem of healing [power 262] (11 cooldown)rushing dragonbone totem of healing [power 262] (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws It can be used to heal a target within range 22 (based on Willpower) for 262, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz 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. |
7 amber 7 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
2 zircon 2 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 Hulk the Hulk Sun Paladin level 22
79th Dusk 122nd year of Ascendancy at 19:07 see stats
By Hulk the Hulk Sun Paladin level 23
11st Haze 122nd year of Ascendancy at 12:06 see stats
By Hulk the Hulk Sun Paladin level 19
48th Dusk 122nd year of Ascendancy at 14:45 see stats
By Hulk the Hulk Sun Paladin level 9
35th Dusk 122nd year of Ascendancy at 22:17 see stats
By Hulk the Hulk Sun Paladin level 25
26th Haze 122nd year of Ascendancy at 20:58 see stats
By Hulk the Hulk Sun Paladin level 10
35th Dusk 122nd year of Ascendancy at 22:23 see stats
By Hulk the Hulk Sun Paladin level 20
49th Dusk 122nd year of Ascendancy at 03:07 see stats
By Hulk the Hulk Sun Paladin level 30
34th Haze 122nd year of Ascendancy at 17:33 see stats
By Hulk the Hulk Sun Paladin level 24
26th Haze 122nd year of Ascendancy at 02:19 see stats
By Hulk the Hulk Sun Paladin level 18
48th Dusk 122nd year of Ascendancy at 08:17 see stats
By Hulk the Hulk Sun Paladin level 6
74th Pyre 122nd year of Ascendancy at 16:42 see stats
By Hulk the Hulk Sun Paladin level 6
74th Pyre 122nd year of Ascendancy at 15:24 see stats
By Hulk the Hulk Sun Paladin level 24
26th Haze 122nd year of Ascendancy at 06:03 see stats
By Hulk the Hulk Sun Paladin level 17
43rd Dusk 122nd year of Ascendancy at 05:37 see stats
By Hulk the Hulk Sun Paladin level 17
42nd Dusk 122nd year of Ascendancy at 16:30 see stats
By Hulk the Hulk Sun Paladin level 10
35th Dusk 122nd year of Ascendancy at 23:14 see stats
Log
Resting starts...
Talent Meteoric Crash is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
There is a Portal: The Sanctum here (press '' or right click to use).
This portal looks like it reacts only to the Orb of Many Ways.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Rested for 55 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 46 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Hulk deactivates Weapon of Wrath.
Hulk deactivates Never Stop Running.
Hulk deactivates Chant of Light.
Hulk deactivates Searing Sight.
Hulk deactivates Roll With It.
Hulk deactivates Exploit Weakness.
Hulk deactivates Contingency.
Hulk deactivates Elemental Harmony.
Hulk deactivates Weapon of Light.
Hulk deactivates Righteous Strength.
Hulk deactivates Precise Strikes.
Hulk deactivates Second Life.