Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 22 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Drovgr the dwarf at level 10 on the 3rd Dusk 122nd year of Ascendancy at 10:26 0 / 5Killed by giant lightning ant at level 13 on the 40th Dusk 122nd year of Ascendancy at 15:02 Killed by Borius, Avatar of Bearness at level 21 on the 73rd Haze 122nd year of Ascendancy at 04:18 Killed by orc blood mage at level 22 on the 75th Haze 122nd year of Ascendancy at 02:01 Killed by Greater Mummy Lord at level 22 on the 79th Haze 122nd year of Ascendancy at 12:53 |
Primary Stats
| Strength | 65 (base 50) |
| Dexterity | 28 (base 15) |
| Constitution | 50 (base 40) |
| Magic | 10 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 692/692 |
| Stamina | 226/226 |
| Healing Factor | 1.22 |
| Regeneration | 9.3433768810227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 22 |
| See Invisible | 26 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.65 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.65 (93.818181818182%) |
| Defense | 29.15 |
| Ranged Defense | 34.15 |
| Fatigue | 33 |
| Physical Save | 44.75 |
| Spell Save | 32.175 |
| Mental Save | 34.275 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 5% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You failed to protect the repented thief from death by king cobra. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by bee swarm. Escort: repented thief (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 87. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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 green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of luminous horror dust. | 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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | dreamer's pair of hardened leather boots of speed (0 def, 3 armour) dreamer's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
| Light source | scorching brass lantern of corpselight scorching brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% blight / +6% fire / +6% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 23 blight damage or heals 34 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 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 1/35) : Effective talent level: 2.0 Power cost: 35 out of 1/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift 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. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.85 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Moldspitter the yew wand of trap destruction [power 54] (31/15 cooldown) Moldspitter the yew wand of trap destruction [power 54] (31/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Wil Reduces incoming crit damage: 10.00% Light radius: +1 It can be used to disarm traps (54 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Xerowe the steel ring Xerowe the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +5 Str / +4 Cun / +4 Con Changes resistances penetration: +5% mind Blindness immunity: +25% Disease immunity: +5% Confusion immunity: +5% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Infravision radius: +4 See stealth: +7 See invisible: +5 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.90 cold and 11.22 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Kadeldir the Pitchterror Kadeldir the PitchterrorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Cut immunity: +40% Healing mod.: +10% 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 176 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | voratun longsword of amnesia (42.5-59.5 power, 6 apr) voratun longsword of amnesia (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, long, and deadly. |
| Around waist | Chogar the hardened leather belt Chogar the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +25 (+8 eff.) Blindness immunity: +15% Life regen: +1.00 Healing mod.: +12% A belt that goes around your waist. |
| In off hand | stralite shield of earthen fury (10 def, 7 armour, 51-61.2 power, 132.5 block) stralite shield of earthen fury (10 def, 7 armour, 51-61.2 power, 132.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +132 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +7 Armour Hardiness: +7% Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +11% physical Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Cobravice the cashmere cloak (2 def, 0 armour) Cobravice the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +1 Dex Changes damage: +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite mail armour of command (12 def, 12 armour) radiant stralite mail armour of command (12 def, 12 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Fatigue: +16% Damage when hit (Melee): 4 light Changes stats: +2 Cun / +1 Wil Changes resistances: +13% blight / +10% darkness Mental save: +13 (+6 eff.) Light radius: +1 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion (36 nature damage, 35% healing reduction)insidious poison infusion (36 nature damage, 35% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 35.82 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
phase door rune of the duelist (range 8; power 23; dur 3) phase door rune of the duelist (range 8; power 23; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity 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 ability. |
teleportation rune of the titan (range 81) teleportation rune of the titan (range 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 randomly in a range of 81 with a minimum range of 15. Its effects scale with your Constitution 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 ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the sneak (radius 14; dur 12; see animal)vision rune of the sneak (radius 14; dur 12; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 18) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any animal around. Its effects scale with your Cunning 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 ability. |
This item will automatically be transmogrified when you leave the level. vitalizing stralite amulet of teleportationvitalizing stralite amulet of teleportation Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +9 (+3 eff.) Teleport immunity: +50% Life regen: +1.40 Maximum life: +30.00 It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's copper ring of the mind (+11%) warrior's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Obsidianmaster (19-24.7 power, 7 apr)Obsidianmaster (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 darkness / +13 cold When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +1 Wil Changes resistances penetration: +15% darkness Light radius: +1 Infravision radius: +1 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Genocide (42-67.2 power, 4 apr)Genocide (42-67.2 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of ruin (49.5-79.2 power, 3 apr)stralite greatsword of ruin (49.5-79.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Critical mult.: +20.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Xanessra the Vilereek (34-47.6 power, 5 apr)Xanessra the Vilereek (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature / +14 temporal When wielded/worn: Changes resistances: +3% temporal / +12% nature / +12% light Spell save: +10 (+5 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite longsword of projection (35-49 power, 5 apr)plaguebringer's stralite longsword of projection (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 7% chance to disease Damage (Melee): +10 blight / +11 mind When wielded/worn: Disease immunity: +30% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite mace of daylight (34-47.6 power, 5 apr)thought-forged stralite mace of daylight (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom Damage (Melee): +7 light / +12 mind Damage against: +8% Undead When wielded/worn: Changes stats: +5 Cun / +4 Wil Blunt and deadly. |
Xerorissra XerorissraRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% temporal / +5% arcane / +3% cold Changes damage: +11% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
runic reinforced leather sling of cold runic reinforced leather sling of coldRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +10 cold When wielded/worn: Changes stats: +1 Mag Changes damage: +8% arcane / +10% cold Spellpower: +7 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Smearmark the elven-wood vilestaff (25-30 power, 5 apr, darkness element)Smearmark the elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to daze When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% darkness / +9% nature Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +12 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood magestaff of channeling (25-30 power, 5 apr, fire element)blighted elven-wood magestaff of channeling (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 13% chance to disease Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Vim when firing critical spell: +5.00 Maximum vim: +19.00 Spellpower: +24 (+15 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff (25-30 power, 5 apr, acid element)elven-wood vilestaff (25-30 power, 5 apr, acid element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +12 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging elven-wood starstaff of breaching (25-30 power, 5 apr, light element)surging elven-wood starstaff of breaching (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% light Changes damage: +25% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. orite trident (41-65.6 power, 13 apr)orite trident (41-65.6 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's orite trident of erosion (39.5-63.2 power, 13 apr)warbringer's orite trident of erosion (39.5-63.2 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature / +19 temporal When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +13% physical Disarm immunity: +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of the mysticinsulating hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire / +7% cold Mental save: +7 (+4 eff.) Spellpower: +7 (+6 eff.) A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. shadow cashmere cloak of the hunter (2 def, 0 armour)shadow cashmere cloak of the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +16% darkness Changes resistances penetration: +9% darkness Changes damage: +10% darkness Stealth bonus: +8 Maximum life: +63.00 Maximum stamina: +14.00 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. silk robe of Angolwen (3 def, 0 armour)silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Mag / +5 Wil Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of life (3 def, 0 armour)silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +9% blight Life regen: +2.40 Maximum life: +76.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: -3% Maximum encumbrance: +28 Physical save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Changes stats: +4 Str Life regen: +2.40 Stamina each turn: +0.80 Maximum stamina: +18.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Grinugosus the dwarven-steel helm (0 def, 4 armour) Grinugosus the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Wil Changes damage: +12% blight / +9% arcane Mental save: +8 (+4 eff.) Spell crit. chance: +1% Light radius: +2 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. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stralite mail armour (4 def, 8 armour)stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour (4 def, 7 armour)spiked reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing stralite plate armour of command (16 def, 21 armour)cleansing stralite plate armour of command (16 def, 21 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +16 (+8 eff.) Fatigue: +26% Changes stats: +3 Cun Changes resistances: +11% nature / +12% blight Mental save: +16 (+7 eff.) A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. prismatic mummy wrappings of fire resistance (5 def, 2 armour)prismatic mummy wrappings of fire resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: -7% fire / +12% light / +13% darkness Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings of clarity (5 def, 2 armour)radiant mummy wrappings of clarity (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +10% blight / -25% fire / +13% darkness / +7% mind Mental save: +10 (+5 eff.) Light radius: +1 Decaying mummy wrappings. |
impervious dwarven-steel shield of resistance (8 def, 7 armour, 33-39.6 power, 132.5 block) impervious dwarven-steel shield of resistance (8 def, 7 armour, 33-39.6 power, 132.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +132 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +3 Con Changes resistances: +5% acid / +8% fire / +6% lightning / +5% cold Talent granted: +3 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. Earekath the Tempestdare (23/24, 45.5-63.7 power, 14 apr)Earekath the Tempestdare (23/24, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +7.5% Capacity: 24 On weapon hit: * 40% chance to daze * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target * cripple the target Damage (Ranged): +8 lightning / +11 bleed / +17 physical / +10 temporal Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elm arrows (15/15, 14-19.6 power, 5 apr) psychokinetic quiver of elm arrows (15/15, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 15 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +16 physical Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Goriregodig' (18/18, 44.5-62.3 power, 14 apr) quiver of elven-wood arrows 'Goriregodig' (18/18, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 25% chance to remove a magical effect Damage (Ranged): +9 nature Burst (radius 1) on hit: +4 mind Arrows are used with bows to pierce your foes to death. |
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. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (80 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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), costing 30 power out of 30/30. 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, 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. |
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. |
Polythra the Charpunish (20/20, 48-57.6 power, 11 apr) Polythra the Charpunish (20/20, 48-57.6 power, 11 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 48.0 - 57.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +13.5% Capacity: 20 On weapon hit: * Random elemental explosion Travel speed: +200% Damage (Ranged): +42 insidious poison / +12 fire Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of stralite shots (19/19, 44-52.8 power, 5 apr)hateful pouch of stralite shots (19/19, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 Damage (Ranged): +25 darkness Damage against: +9% Living Shots are used with slings to pummel your foes to death. |
Nerubeth the steel torque of thermal psionic shield [power 45] (31/20 cooldown) Nerubeth the steel torque of thermal psionic shield [power 45] (31/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Dex Life regen: +0.20 Stamina each turn: +0.20 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Branolach [power 60] (31/15 cooldown) Branolach [power 60] (31/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% acid / +3% cold / +3% mind Talent granted: +2 Volcano Disease immunity: +15% It can be used to disarm traps (60 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Samazilarab [power 17] (31/10 cooldown) Samazilarab [power 17] (31/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% mind Maximum wards: +2 lightning / +3 temporal / +2 blight / +4 fire / +3 cold Talents granted: +1 Ward +4 Strike Spellpower: +8 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 17), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bulsk the Skeleton Bulwark level 14
44th Dusk 122nd year of Ascendancy at 23:21 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bulsk the Skeleton Bulwark level 15
60th Dusk 122nd year of Ascendancy at 10:33 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Bulsk the Skeleton Bulwark level 21
73rd Haze 122nd year of Ascendancy at 05:14 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bulsk the Skeleton Bulwark level 11
11st Dusk 122nd year of Ascendancy at 02:09 see stats
Exterminator
Killed 1000 creatures.By Bulsk the Skeleton Bulwark level 15
59th Dusk 122nd year of Ascendancy at 23:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bulsk the Skeleton Bulwark level 14
44th Dusk 122nd year of Ascendancy at 19:28 see stats
Level 10
Got a character to level 10.By Bulsk the Skeleton Bulwark level 10
5th Flare 122nd year of Ascendancy at 18:49 see stats
Level 20
Got a character to level 20.By Bulsk the Skeleton Bulwark level 20
65th Haze 122nd year of Ascendancy at 23:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bulsk the Skeleton Bulwark level 15
59th Dusk 122nd year of Ascendancy at 20:17 see stats
The Arena
Unlocked Arena mode.By Bulsk the Skeleton Bulwark level 9
1st Flare 122nd year of Ascendancy at 16:43 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Bulsk the Skeleton Bulwark level 14
44th Dusk 122nd year of Ascendancy at 23:21 see stats
The secret city
Discovered the truth about mages.By Bulsk the Skeleton Bulwark level 12
34th Dusk 122nd year of Ascendancy at 15:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bulsk the Skeleton Bulwark level 18
39th Haze 122nd year of Ascendancy at 08:27 see stats
Log
Something hits Bulsk for (8 to ice), 22 cold (22 total damage).
Something hits Bulsk for (10 to ice), 29 cold (29 total damage).
Bleeding from Bulsk hits Iceblock for 3 physical damage.
Bulsk uses Shield Pummel.
Bulsk hits Iceblock for 78 physical, 2 physical, 4 lightning, 12 fire, 4 light (99 total damage).
Bulsk hits Bulsk for , , (slow 45%) (0 total damage).
Rotting Disease from Greater Mummy Lord hits Bulsk for (5 to ice), 15 blight (15 total damage).
Greater Mummy Lord hits Bulsk for (13 to ice), 37 physical, (4 to ice), 11 cold (48 total damage).
Bulsk hits Iceblock for 4 lightning, 12 fire, 4 light (20 total damage).
Greater Mummy Lord's ice storm area effect hits Bulsk for (8 to ice), 22 cold (22 total damage).
Greater Mummy Lord's winter area effect hits Bulsk for (10 to ice), 29 cold (29 total damage).
Greater Mummy Lord stops bleeding.
Talent Re-assemble is ready to use.
Talent Block is ready to use.
Talent Shield Slam is ready to use.
Rotting Disease from Greater Mummy Lord hits Bulsk for (5 to ice), 15 blight (15 total damage).
Greater Mummy Lord hits Bulsk for (12 to ice), 36 physical, (4 to ice), 11 cold (46 total damage).
Bulsk hits Iceblock for 4 lightning, 12 fire, 4 light (20 total damage).
Something hits Bulsk for (8 to ice), 22 cold (22 total damage).
Bulsk the level 22 skeleton bulwark was frozen to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
You have no more lives left.
Bulsk is free from the rotting disease.
Bulsk is free from the ice.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Bulsk!
Saving done.
