Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 50 / 961% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 50 on the 53rd Pyre 124th year of Ascendancy at 21:29 / 2Killed by Elandar at level 50 on the 53rd Pyre 124th year of Ascendancy at 21:35 |
Primary Stats
Strength | 98 (base 63) |
Dexterity | 38 (base 32) |
Constitution | 19 (base 7) |
Magic | 80 (base 60) |
Willpower | 16 (base 7) |
Cunning | 70.6 (base 60) |
Resources
Mana | 517/517 |
Vim | 296/296 |
Life | -385/1315 |
Positive | 197/197 |
Stamina | 284/284 |
Healing Factor | 1.5 |
Regeneration | 6.975 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 1 |
See Stealth | 24 |
See Invisible | 23 |
Offense: Mainhand
Damage | 178 |
Accuracy | 58 |
Crit Chance | 90% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 50% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 59.4 (99.859154929577%) |
Defense | 41 |
Ranged Defense | 45 |
Fatigue | 15 |
Physical Save | 49 |
Spell Save | 28 |
Mental Save | 34 |
Defense: Resistances
All | -10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Knockback Resistance | 36% |
Confusion Resistance | 77% |
Stun Resistance | 97% |
Disarm Resistance | 39% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 291 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 644 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 28 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 500 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
detrimental effect | The target is hexed. Each time it uses an ability it takes 151.04 fire damage, and talent cooldowns are increased by 100% plus 1 turn. Burning Hex |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+25). Continuum Destabilization |
detrimental effect | The target is on fire, taking 91.85 fire damage per turn. Burning |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Burb the snow giant champion. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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 |
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 |
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. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1055. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
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 |
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 within8 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of rough leather boots of rushing (0 def, 1 armour) undeterred pair of rough leather boots of rushing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +23% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Loadsoflight =12 lrad, track= Loadsoflight =12 lrad, track=Requires: - Level 35 Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Fatigue: -8% Damage when hit (Melee): 59 fire Changes stats: +3 Con / +8 Mag Changes resistances: +3% acid / +19% fire Blindness immunity: +50% Confusion immunity: +30% Stamina each turn: +0.40 Spellpower: +15 (+5 eff.) Light radius: +12 See stealth: +24 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
On head | insulating elven-silk wizard hat of the mountain (+9%) (3 def, 0 armour) =18% physres/dam= insulating elven-silk wizard hat of the mountain (+9%) (3 def, 0 armour) =18% physres/dam=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +11% fire / +18% physical / +9% cold Changes damage: +18% physical A pointy cloth hat, very wizardly... |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 51.42 to 154.27 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | Satyrwell the voratun pickaxe (dig speed 5 turns) =slow, hp, spell cooldown= Satyrwell the voratun pickaxe (dig speed 5 turns) =slow, hp, spell cooldown=Requires: - Level 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 temporal / 12 nature / 8 fire Changes stats: +3 Str Changes resistances: +9% nature Changes resistances penetration: +5% temporal / +22% physical Maximum life: +40.00 Maximum stamina: +22.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | Dazzlebreaker =28% darkness= Dazzlebreaker =28% darkness=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom * 15% chance to blind Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +1 Cun Changes resistances: +3% light / +13% mind / +28% darkness Changes resistances penetration: +10% lightning / +10% fire Changes damage: +13% mind / +14% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% 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. |
On fingers | Voralle =40% stun= Voralle =40% stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -8% Stun/Freeze immunity: +40% Life regen: +4.40 Stamina each turn: +0.60 Maximum life: +40.00 Infravision radius: +1 Rings can have magical properties. |
Around neck | Respen RespenInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +20 (+6 eff.) Changes stats: +10 Str / +6 Wil / +16 Lck Changes resistances: +27% light / +25% darkness Changes resistances penetration: +29% physical Changes damage: +3% mind Mental save: +12 (+6 eff.) Blindness immunity: +50% Confusion immunity: +25% Equilibrium when hit: +0.08 Mindpower: +15 (+6 eff.) Mental crit. chance: +2% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
In main hand | Betiriada (30.5-42.7 power, 5 apr) Betiriada (30.5-42.7 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to disease On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +23 Physical crit. chance: +33.0% Damage when hit (Melee): 8 physical Changes stats: +2 Str Critical mult.: +33.00% Maximum encumbrance: +10 One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Thx (12 def, 14 armour, 78-93.6 power, 194.5 block) Thx (12 def, 14 armour, 78-93.6 power, 194.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * 30% chance to corrode armour * 35% chance to daze * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +14 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 acid / 10 lightning Damage when hit (Melee): 35 acid / 28 lightning Changes resistances: +3% lightning / +20% physical / +3% light / +9% fire / +9% mind Changes resistances penetration: +5% arcane Talent granted: +5 Block Mental save: +3 (+1 eff.) Poison immunity: +10% Handheld deflection devices. |
Cloak | Chalarim the Sunshine (3 def, 0 armour) =crit, hp= Chalarim the Sunshine (3 def, 0 armour) =crit, hp=Requires: - Level 35 Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +3 (+1 eff.) Changes resistances: +9% acid / +9% fire / +5% lightning / +9% cold Changes resistances penetration: +15% physical / +12% arcane / +5% fire Changes damage: +14% arcane Critical mult.: +17.00% Maximum encumbrance: +30 Only die when reaching: -20.00 life Maximum life: +60.00 Maximum mana: +93.00 Spellpower: +8 (+3 eff.) Spell 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. This item has been sent to the Item's Vault. |
Main armor | Yeee (9 def, 26 armour) Yeee (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +26 Defense: +9 (+3 eff.) Fatigue: +16% Changes stats: +9 Str / +6 Con Changes resistances: +12% acid / +25% physical / +15% cold / +12% fire / +5% arcane / +42% lightning Changes damage: +6% mind Talent cooldown: Rush (-5 turns) Maximum encumbrance: +20 Physical save: +39 (+12 eff.) Disarm immunity: +39% Stun/Freeze immunity: +34% Knockback immunity: +36% Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 564 over 5 turns) regeneration infusion of the warrior (heal 564 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: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (781% speed; 6 turns) movement infusion of the warrior (781% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 781% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (775% speed; 7 turns) movement infusion of the warrior (775% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. 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: 19 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. |
grounding gold amulet of magic (+4) =26% stun= grounding gold amulet of magic (+4) =26% stun=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
clarifying stralite amulet of healing =34% confuse= clarifying stralite amulet of healing =34% confuse=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% mind Cut immunity: +60% Confusion immunity: +33% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mardodas =10 con= Mardodas =10 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con / +2 Wil Changes resistances: +18% darkness Grants telepathy: Humanoid/Orc Spell save: +10 (+5 eff.) Maximum hate: +4.00 Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
Tykalthondur the voratun amulet =30% healmod, 13% phys res= Tykalthondur the voratun amulet =30% healmod, 13% phys res=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Cun / +2 Wil Changes resistances: +13% physical Changes damage: +3% mind / +10% physical Cut immunity: +80% Stamina each turn: +0.90 Psi when hit: +0.16 Maximum mana: +80.00 Mindpower: +2 (+1 eff.) Combat speed: +10% Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Vox =100% silence= Vox =100% silence=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glathra =24% confuse= Glathra =24% confuse=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% mind / +3% acid Changes resistances penetration: +5% mind Changes damage: +6% mind Mental save: +6 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
steel ring 'Nimbustyphoon' =32% stun= steel ring 'Nimbustyphoon' =32% stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +3% blight Physical save: +6 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +32% Life regen: +1.60 Rings can have magical properties. |
Dregas =33% stun= Dregas =33% stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Dex Changes resistances penetration: +15% arcane Critical mult.: +5.00% Stun/Freeze immunity: +33% Life regen: +2.50 Maximum mana: +20.00 Spell crit. chance: +2% Rings can have magical properties. |
Yvema the Gleamwell Yvema the GleamwellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Grants telepathy: Dragon Critical mult.: +10.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Light radius: +3 Rings can have magical properties. |
OK OKInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +13 Physical power: +20 (+4 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 12 blight Changes resistances: +30% cold Changes resistances penetration: +5% blight Changes damage: +8% all / +15% cold Spell save: +12 (+6 eff.) Mental save: +18 (+8 eff.) Confusion immunity: +50% Equilibrium when hit: +0.12 Spellpower: +20 (+6 eff.) Mindpower: +24 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
rogue's voratun ring of life =78hp 28% healmod= rogue's voratun ring of life =78hp 28% healmod=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Life regen: +1.50 Maximum life: +78.00 Healing mod.: +24% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatmaul of rage (65-97.5 power, 4 apr)chilling voratun greatmaul of rage (65-97.5 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: 65.0 - 97.5 Uses stats: 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% Damage (Melee): +30 cold When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +10 Str Changes damage: +13% physical Stamina when hit: +4.00 Massive two-handed mauls. |
Butcher (48-67.2 power, 12 apr) =vault= Butcher (48-67.2 power, 12 apr) =vault=Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level. penetrating drakeskin leather slingpenetrating drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +25% physical Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
Relgysachak the hardened leather belt =mana per turn= Relgysachak the hardened leather belt =mana per turn=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +3 Mag Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +29.00 Maximum vim: +20.00 Spell crit. chance: +4% A belt that goes around your waist. |
Tulyrach the Magmawrack (3 def, 0 armour) =7 con= Tulyrach the Magmawrack (3 def, 0 armour) =7 con=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +2 Dex / +1 Mag / +3 Wil / +7 Con Changes resistances: +9% fire Changes resistances penetration: +5% arcane Changes damage: +12% arcane Talent mastery: +0.30 Technique / Combat training Spell save: -21 (-13 eff.) Mental save: +10 (+5 eff.) Stamina each turn: +1.00 Mana each turn: -0.30 Vim when firing critical spell: +2.00 Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) =leap= Wanderer's Rest (4 def, 0 armour) =leap=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour)pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots (0 def, 5 armour) =50% sil/conf/stun= undeterred pair of drakeskin leather boots (0 def, 5 armour) =50% sil/conf/stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +50% A pair of boots made of leather. |
Eye of the Forest (8 def, 0 armour) =MAP= Eye of the Forest (8 def, 0 armour) =MAP=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Bethylle the Hellsserpent (3 def, 5 armour) =13 con= Bethylle the Hellsserpent (3 def, 5 armour) =13 con=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 temporal Changes stats: +10 Mag / +6 Wil / +6 Cun / +13 Con Changes resistances: +3% fire / +3% temporal Changes resistances penetration: +10% temporal / +10% fire Changes damage: +12% arcane / +6% temporal Mindpower: +4 (+2 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 108.85 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
2 agate 2 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. |
zircon 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. |
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. |
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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade 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. |
3 bloodstone 3 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. |
3 fire opal 3 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. |
4 diamond 4 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
331 alchemist agate 331 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 460.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 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. |
Achievements
By gonwinthistime the Cornac Sun Paladin level 37
52nd Pyre 123rd year of Ascendancy at 03:03 see stats
By gonwinthistime the Cornac Sun Paladin level 38
61st Pyre 123rd year of Ascendancy at 18:06 see stats
By gonwinthistime the Cornac Sun Paladin level 37
50th Pyre 123rd year of Ascendancy at 11:02 see stats
By gonwinthistime the Cornac Sun Paladin level 33
32nd Pyre 123rd year of Ascendancy at 13:21 see stats
By gonwinthistime the Cornac Sun Paladin level 48
26th Haze 123rd year of Ascendancy at 23:35 see stats
By gonwinthistime the Cornac Sun Paladin level 14
13rd Dusk 122nd year of Ascendancy at 06:00 see stats
By gonwinthistime the Cornac Sun Paladin level 40
2nd Summertide 123rd year of Ascendancy at 13:44 see stats
By gonwinthistime the Cornac Sun Paladin level 39
7th Mirth 123rd year of Ascendancy at 20:55 see stats
By gonwinthistime the Cornac Sun Paladin level 24
13rd Regrowth 123rd year of Ascendancy at 07:12 see stats
By gonwinthistime the Cornac Sun Paladin level 38
73rd Pyre 123rd year of Ascendancy at 04:18 see stats
By gonwinthistime the Cornac Sun Paladin level 27
37th Regrowth 123rd year of Ascendancy at 06:16 see stats
By gonwinthistime the Cornac Sun Paladin level 50
48th Pyre 124th year of Ascendancy at 14:28 see stats
By gonwinthistime the Cornac Sun Paladin level 38
61st Pyre 123rd year of Ascendancy at 17:37 see stats
By gonwinthistime the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 15:28 see stats
By gonwinthistime the Cornac Sun Paladin level 20
53rd Dusk 122nd year of Ascendancy at 13:48 see stats
By gonwinthistime the Cornac Sun Paladin level 30
53rd Regrowth 123rd year of Ascendancy at 07:52 see stats
By gonwinthistime the Cornac Sun Paladin level 40
9th Mirth 123rd year of Ascendancy at 19:01 see stats
By gonwinthistime the Cornac Sun Paladin level 50
8th Decay 123rd year of Ascendancy at 16:18 see stats
By gonwinthistime the Cornac Sun Paladin level 11
79th Pyre 122nd year of Ascendancy at 03:01 see stats
By gonwinthistime the Cornac Sun Paladin level 50
33rd Pyre 124th year of Ascendancy at 06:41 see stats
By gonwinthistime the Cornac Sun Paladin level 50
22nd Regrowth 124th year of Ascendancy at 02:21 see stats
By gonwinthistime the Cornac Sun Paladin level 21
25th Haze 122nd year of Ascendancy at 21:00 see stats
By gonwinthistime the Cornac Sun Paladin level 29
39th Regrowth 123rd year of Ascendancy at 19:06 see stats
By gonwinthistime the Cornac Sun Paladin level 50
42nd Regrowth 124th year of Ascendancy at 08:02 see stats
By gonwinthistime the Cornac Sun Paladin level 22
5th Allure 123rd year of Ascendancy at 05:00 see stats
By gonwinthistime the Cornac Sun Paladin level 41
2nd Summertide 123rd year of Ascendancy at 19:09 see stats
By gonwinthistime the Cornac Sun Paladin level 14
7th Mirth 122nd year of Ascendancy at 01:08 see stats
By gonwinthistime the Cornac Sun Paladin level 38
61st Pyre 123rd year of Ascendancy at 18:06 see stats
By gonwinthistime the Cornac Sun Paladin level 32
12nd Pyre 123rd year of Ascendancy at 06:27 see stats
By gonwinthistime the Cornac Sun Paladin level 50
79th Regrowth 124th year of Ascendancy at 16:08 see stats
By gonwinthistime the Cornac Sun Paladin level 38
67th Pyre 123rd year of Ascendancy at 08:02 see stats
By gonwinthistime the Cornac Sun Paladin level 43
16th Dusk 123rd year of Ascendancy at 19:04 see stats
By gonwinthistime the Cornac Sun Paladin level 27
37th Regrowth 123rd year of Ascendancy at 15:45 see stats
By gonwinthistime the Cornac Sun Paladin level 19
52nd Dusk 122nd year of Ascendancy at 12:25 see stats
By gonwinthistime the Cornac Sun Paladin level 50
53rd Pyre 124th year of Ascendancy at 21:30 see stats
By gonwinthistime the Cornac Sun Paladin level 36
48th Pyre 123rd year of Ascendancy at 17:04 see stats
Log
Gonwinthistime is on fire!
Elandar hits gonwinthistime for 352 fire damage.
Gonwinthistime casts Barrier.
Gonwinthistime's spell attains critical power!
Gonwinthistime is filled with the Sun's fury!
A shield forms around gonwinthistime.
gonwinthistime receives 75 healing.
Elandar casts Illuminate.
Gonwinthistime resists the blinding light!
Argoniel resists the blinding light!
Elandar hits Argoniel for (93 to bones), 0 light (0 total damage).
Elandar hits gonwinthistime for (372 absorbed), 0 light (0 total damage).
Elandar casts Phase Door.
Gonwinthistime looks a little pale around the edges.
Your shield crumbles under the damage!
The shield around gonwinthistime crumbles.
Burning from Elandar hits gonwinthistime for (113 absorbed), 5 fire (5 total damage).
Elandar stops burning.
Elandar seems less dangerous.
Elandar casts Strike.
Elandar receives 750 healing.
Argoniel casts Burning Hex.
Argoniel's spell attains critical power!
Gonwinthistime is hexed!
Argoniel receives 138 healing.
Elandar casts Lightning.
Elandar's spell attains critical power!
Saving game...