Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Anorithil |
Level / Exp | 30 / 65% |
Size | medium |
Lifes / Deaths | Killed by THESUN's Inner Demon at level 30 on the 43rd Regrowth 123rd year of Ascendancy at 07:26 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 31 (base 22) |
Magic | 81 (base 58) |
Willpower | 25 (base 10) |
Cunning | 60 (base 52) |
Resources
Life | -275/768 |
Positive | 134/169 |
Negative | 11/166 |
Healing Factor | 1.4058714593978 |
Regeneration | 20.174255442359 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -8.8817841970013E-13% |
Spell | +3.9968028886506E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 36 |
Accuracy | 22 |
Crit Chance | 18% |
APR | 14 |
Speed | 0.91 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 52% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Arcane | +26% |
Cold | +12% |
All | +6% |
Lightning | +52% |
Light | +35% |
Temporal | +9% |
Physical | +18% |
Fire | +6% |
Darkness | +12% |
Offense: Damage Penetration
Light | +51% |
All | +31% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 34 |
Mental Save | 42 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 24%( 70%) |
All | + 18%( 70%) |
Physical | + 21%( 70%) |
Lightning | + 70%( 70%) |
Light | + 23%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 22%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Stun Resistance | 26% |
Blind Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 13), reducing damage dealt by 40%. Invisibility |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shockguile (0 def, 1 armour) Shockguile (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes resistances: +3% blight / +5% fire / +9% nature / +7% cold Changes damage: +3% lightning Spell save: +3 (+1 eff.) A pair of boots made of leather. |
Light source | Gudann the brass lantern Gudann the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Defense: +10 (+3 eff.) Changes resistances: +9% acid / +9% mind / +3% light Changes resistances penetration: +6% all Reduces incoming crit damage: 15.00% Knockback immunity: +20% Only die when reaching: -60.00 life Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Freezesweep' (0 def, 1 armour) rough leather cap 'Freezesweep' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Mag / +3 Wil Changes resistances: +6% blight Changes damage: +12% arcane / +6% cold Mental save: +6 (+2 eff.) Mana each turn: +0.20 Spellpower: +25 (+6 eff.) A cap made of leather. |
Tool | Zubisetta the Purecrypt [power 260] (18/25 cooldown) Zubisetta the Purecrypt [power 260] (18/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Dex / +2 Wil Changes damage: +6% physical Only die when reaching: -80.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 586 Base Damage: 276 Armor: 14 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Fogbloom' gold ring 'Fogbloom'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +12 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +4 Cun / +6 Dex Changes resistances: +3% light / +6% temporal Changes damage: +6% darkness / +6% all Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower: +6 (+1 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
On fingers | savior's copper ring of life savior's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Life regen: +6.00 Maximum life: +48.00 Healing mod.: +11% Rings make your fingers look great! |
Around waist | hardened leather belt 'Yaradig' hardened leather belt 'Yaradig'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +2 Wil Changes damage: +3% temporal Physical save: +9 (+4 eff.) Mental save: +10 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +57.00 Maximum mana: +51.00 Maximum stamina: +44.00 Maximum hate: +13.00 Maximum psi: +27.00 Maximum vim: +31.00 Maximum pos.energy: +32.00 Maximum neg.energy: +29.00 Spellpower: +7 (+1 eff.) Mindpower: +6 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In main hand | yew starstaff 'Siloriarin' (23-28 power, 4 apr, light element) yew starstaff 'Siloriarin' (23-28 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +5% arcane Changes damage: +23% light Talent granted: +1 Command Staff Critical mult.: +13.00% Disarm immunity: +10% Life regen: +5.10 Only die when reaching: -40.00 life Spellpower: +17 (+4 eff.) Spell crit. chance: +14% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic drakeskin leather gloves of magic (+3) (0 def, 7 armour) heroic drakeskin leather gloves of magic (+3) (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes stats: +3 Mag Changes damage: +8% arcane Mental save: +6 (+2 eff.) Maximum life: +54.00 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 | Flashstalker (0 def, 0 armour) Flashstalker (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +40% acid / +64% lightning / +6% mind / +15% all Changes resistances penetration: +20% light Changes damage: +27% acid / +6% light / +43% lightning Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Eruledin' (7 def, 2 armour) cashmere cloak 'Eruledin' (7 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +7 (+2 eff.) Changes stats: +1 Dex / +3 Mag / +8 Wil / +4 Cun Changes resistances: +3% physical Physical save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life Maximum stamina: +10.00 Spell crit. chance: +6% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | enraging gold amulet of manastreaming enraging gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Mag Changes damage: +6% physical Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Combat speed: +10% Amulets make your neck look great! |
Inventory
heroism infusion of the wizard (die at -553; dur 6; cd 35) heroism infusion of the wizard (die at -553; dur 6; cd 35)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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -553 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1304 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Prismatic Rune (6 turns; physical, fire, temporal, cold) Prismatic Rune (6 turns; physical, fire, temporal, cold)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 fire, 4 temporal, 3 cold 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. |
acid wave rune of the wizard (damage 194; dur 4; cd 16) acid wave rune of the wizard (damage 194; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a cone dealing 194.07 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. 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. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
warrior's steel amulet of healing warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +8% physical Cut immunity: +40% Stamina each turn: +0.20 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 226 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring of misery gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 25 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 25 Damage (Ranged): 11 physical Changes stats: +4 Str / +2 Cun / +4 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
savage's steel ring of tenacity savage's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+5 eff.) Disarm immunity: +32% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +24.00 Maximum stamina: +12.00 Rings make your fingers look great! |
sneakthief's gold ring of luminosity sneakthief's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Damage (Melee): 10 light Damage (Ranged): 16 light Changes stats: +4 Dex / +1 Mag / +6 Cun Changes damage: +10% light Rings make your fingers look great! |
steel ring of luminosity steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +12% light Rings make your fingers look great! |
warrior's steel ring of darkness (+22%) warrior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
wizard's steel ring of tenacity wizard's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +21.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. truestriking voratun battleaxe of shearing (56-83 power, 4 apr)truestriking voratun battleaxe of shearing (56-83 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+17 eff.) Armour penetration: +26 Changes resistances penetration: +9% all / +13% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatsword (51-82 power, 3 apr)acidic stralite greatsword (51-82 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. SalawenSalawen Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +29 (+15 eff.) Armour penetration: +21 Physical power: +30 (+15 eff.) Ammo reloads per turn: +4 Changes stats: +4 Dex Changes resistances penetration: +25% temporal / +23% all Changes damage: +21% temporal Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Abyssknave the pulsing mindstar (14-15 power, 38 apr, mind damage)Abyssknave the pulsing mindstar (14-15 power, 38 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +38 Crit. chance: +13.5% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 12 cold Changes stats: +4 Dex Changes resistances: +3% physical / +17% cold Changes resistances penetration: +20% fire / +16% cold Changes damage: +17% cold Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Arcveil (8 def, 0 armour) Arcveil (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Dex Changes resistances: +6% lightning / +16% fire / +15% light Stealth bonus: +10 Light radius: +3 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivimina the Shinestreaker (9 def, 0 armour) Ivimina the Shinestreaker (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +6 Con Changes resistances: +17% fire / +16% light / +3% physical Changes resistances penetration: +10% light Stealth bonus: +9 Stamina each turn: +3.00 Only die when reaching: -40.00 life Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Salegatira' (1 def, 0 armour) linen cloak 'Salegatira' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% acid Changes damage: +9% mind Critical mult.: +15.00% Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life Maximum hate: +6.00 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of darkness (+33%) (0 def, 0 armour)spellwoven elven-silk robe of darkness (+33%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +33% darkness / +15% all Changes damage: +22% darkness Spell save: +26 (+10 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of corrosion (+10%) (0 def, 0 armour)stormwoven elven-silk robe of corrosion (+10%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +10% lightning / +11% cold / +45% acid / +15% all Changes damage: +25% lightning / +15% physical / +30% acid / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of darkness (+15%) (0 def, 0 armour) timebroken cashmere robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes resistances: +15% darkness / +11% all Changes damage: +11% temporal / +5% arcane / +10% darkness Maximum mana: +53.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of power (0 def, 0 armour)verdant silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% all Changes damage: +13% nature / +11% all Poison immunity: +24% Disease immunity: +38% Spellpower: +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of evasion (7 def, 3 armour) blood-soaked pair of hardened leather boots of evasion (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +7 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of strife (0 def, 5 armour)invigorating pair of voratun boots of strife (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Stamina each turn: +0.60 Maximum life: +39.00 Mindpower: +5 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, 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: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earozilafast (0 def, 2 armour) Earozilafast (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +9 (+4 eff.) Armour: +2 Damage (Melee): 9 light Damage when hit (Melee): 6 mind Changes stats: +3 Str Changes resistances: +7% light Changes damage: +6% light Physical save: +5 (+2 eff.) Mental save: +15 (+5 eff.) Disarm immunity: +21% Mental crit. chance: +1% 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. |
Eilinemiba (0 def, 3 armour) Eilinemiba (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +1 Wil / +4 Cun / +3 Con Reduces incoming crit damage: 15.00% Blindness immunity: +20% Infravision radius: +2 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed hardened leather cap of the depths (0 def, 3 armour) bladed hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +10% cold Allows you to breathe in: water 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 17.9 Physical damage. If the attack hits, the target is confused (30% 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. |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of constitution (+6) (0 def, 5 armour)insulating voratun helm of constitution (+6) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Changes resistances: +11% fire / +13% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Daydare' (0 def, 1 armour) rough leather cap 'Daydare' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +9% light Changes resistances penetration: +5% arcane / +15% light Spell save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spell crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. warlord's voratun helm of the bounder (0 def, 5 armour)warlord's voratun helm of the bounder (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +8 Dex / +5 Wil Changes resistances: +14% physical Physical save: +11 (+5 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 17.9 Physical damage. If the attack hits, the target is confused (30% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Glinttrail the reinforced leather armour (21 def, 15 armour)Glinttrail the reinforced leather armour (21 def, 15 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +14 Dex / +5 Wil / +9 Cun / +5 Con Changes resistances penetration: +25% light Changes damage: +15% fire A suit of armour made of leather. |
rough leather armour of the hero (3 def, 2 armour) rough leather armour of the hero (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun Maximum life: +37.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour of clarity (0 def, 16 armour)cleansing voratun plate armour of clarity (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +11% blight / +14% nature / +7% mind Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
9 agate 9 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. |
228 alchemist agate 228 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. |
2 onyx 2 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emeta the brass lantern Emeta the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Mental save: +9 (+3 eff.) Maximum hate: +2.00 Mindpower: +10 (+4 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Mardonarigas' brass lantern 'Mardonarigas'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 40% Changes stats: +5 Dex Changes resistances: +9% mind Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+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 9 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. |
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. |
2 garnet 2 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 Annulment (0/1) Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 3/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Bregodar [power 23] (18/25 cooldown) Bregodar [power 23] (18/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Cun / +3 Con Changes resistances: +3% acid It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of gale force [power 165] (18/15 cooldown) cleansing steel torque of gale force [power 165] (18/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 117 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of stinging [power 278] (18/21 cooldown) overpowered ash totem of stinging [power 278] (18/21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 177 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
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. |
6 ametrine 6 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. |
10 citrine 10 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. |
7 zircon 7 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 THESUN the Cornac Anorithil level 30
28th Regrowth 123rd year of Ascendancy at 09:10 see stats
By THESUN the Cornac Anorithil level 18
20th Dusk 122nd year of Ascendancy at 00:51 see stats
By THESUN the Cornac Anorithil level 23
27th Haze 122nd year of Ascendancy at 20:20 see stats
By THESUN the Cornac Anorithil level 30
28th Regrowth 123rd year of Ascendancy at 07:55 see stats
By THESUN the Cornac Anorithil level 10
8th Mirth 122nd year of Ascendancy at 15:08 see stats
By THESUN the Cornac Anorithil level 20
42nd Dusk 122nd year of Ascendancy at 21:51 see stats
By THESUN the Cornac Anorithil level 30
26th Regrowth 123rd year of Ascendancy at 18:15 see stats
By THESUN the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 18:13 see stats
By THESUN the Cornac Anorithil level 30
28th Regrowth 123rd year of Ascendancy at 09:10 see stats
By THESUN the Cornac Anorithil level 22
71st Dusk 122nd year of Ascendancy at 06:45 see stats
By THESUN the Cornac Anorithil level 18
7th Flare 122nd year of Ascendancy at 05:38 see stats
By THESUN the Cornac Anorithil level 9
3rd Mirth 122nd year of Ascendancy at 09:12 see stats
By THESUN the Cornac Anorithil level 30
28th Regrowth 123rd year of Ascendancy at 09:10 see stats
By THESUN the Cornac Anorithil level 9
5th Mirth 122nd year of Ascendancy at 03:04 see stats
By THESUN the Cornac Anorithil level 23
28th Haze 122nd year of Ascendancy at 02:02 see stats
By THESUN the Cornac Anorithil level 17
5th Flare 122nd year of Ascendancy at 23:07 see stats
Log
THESUN's Inner Demon's defensive darkness area effect hits THESUN for 11 darkness, 1 healing (11 total damage) [1 healing].
Hymn of Perseverance hits THESUN for 11 darkness, 1 healing (11 total damage) [1 healing].
THESUN's Inner Demon hits THESUN for 102 light, 10 healing (102 total damage) [10 healing].
Voryvea the corrupted protoplasmic controller uses Telekinetic Smash.
Voryvea the corrupted protoplasmic controller misses THESUN.
Voryvea the corrupted protoplasmic controller hits THESUN for 85 physical damage.
Melee retaliation hits Voryvea the corrupted protoplasmic controller for (6 to psi shield), 9 darkness, (11 to psi shield), 16 light (25 total damage).
Voryvea the corrupted protoplasmic controller's Beyond the Flesh misses THESUN.
THESUN is knocked back!
Voryvea the corrupted protoplasmic controller is knocked back!
THESUN HEALS from light damage!
THESUN HEALS from darkness damage!
THESUN's Inner Demon's prismatic repulsion area effect hits THESUN for 6 light, 5 darkness (11 total damage).
THESUN's Inner Demon's prismatic repulsion area effect hits Voryvea the corrupted protoplasmic controller for (3 to psi shield), 4 light, (2 to psi shield), 4 darkness (8 total damage).
THESUN's Inner Demon's defensive darkness area effect hits THESUN for 12 darkness, 1 healing (12 total damage) [1 healing].
THESUN's Inner Demon's defensive darkness area effect hits Voryvea the corrupted protoplasmic controller for (6 to psi shield), 9 darkness (9 total damage).
THESUN is not silenced anymore.
Talent Chant of Fortitude is ready to use.
Talent Chant of Resistance is ready to use.
Talent Hymn of Perseverance is ready to use.
Talent Circle of Shifting Shadows is ready to use.
THESUN's Inner Demon looks shakes off the effect of the glyph of moonlight.
THESUN's Inner Demon casts Searing Light.
THESUN HEALS from darkness damage!
Hymn of Detection hits Voryvea the corrupted protoplasmic controller for (10 to psi shield), 16 darkness (16 total damage).
Hymn of Perseverance hits THESUN for 13 darkness, 1 healing (13 total damage) [1 healing].
THESUN's Inner Demon hits THESUN for 126 light damage.
THESUN the level 30 cornac anorithil was purified to death by a THESUN's Inner Demon on level 1 of The Godfeaster.
THESUN vanishes from sight.