Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 28 / 37% |
| Size | big |
| Lifes / Deaths | Killed by mecharachnid warrior at level 8 on the 47th Dusk 122nd year of Ascendancy at 02:43 0 / 7Killed by Belubeth the multi-hued drake hatchling at level 19 on the 11st Regrowth 123rd year of Ascendancy at 09:50 Killed by multi-hued drake hatchling at level 19 on the 11st Regrowth 123rd year of Ascendancy at 15:45 Killed by Poryrewyn the ghoul at level 22 on the 13rd Pyre 123rd year of Ascendancy at 14:34 Killed by elven tempest at level 27 on the 74th Pyre 123rd year of Ascendancy at 21:50 Killed by Eilinywyn the elven warrior at level 27 on the 74th Pyre 123rd year of Ascendancy at 23:11 Killed by Aduna the snow giant boulder thrower at level 28 on the 3rd Summertide 123rd year of Ascendancy at 09:38 |
Primary Stats
| Strength | 88 (base 60) |
| Dexterity | 22 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 71 (base 56) |
| Willpower | 16 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -80/1038 |
| Positive | 47/81 |
| Stamina | 201/201 |
| Healing Factor | 0.2514285714286 |
| Regeneration | 0.33942857142861 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 13 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 47 |
| Crit Chance | 35% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 57.268591263751 (89.859154929577%) |
| Defense | 23 |
| Ranged Defense | 28 |
| Fatigue | 35 |
| Physical Save | 63 |
| Spell Save | 39 |
| Mental Save | 50 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 48% |
| Pinning Resistance | 100% |
| Knockback Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% 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 Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Shield of Light |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 23.43 nature damage per turn and decreasing all heals received by 38%. Insidious Poison |
| detrimental effect | The target is confused, acting randomly (chance 10%), unable to perform complex actions and takes 61.40 darkness damage per turn. Bane of Confusion |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 80.53 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | 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 | Ce'Nubreba the pair of hardened leather boots (0 def, 3 armour) Ce'Nubreba the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str Changes resistances penetration: +20% blight Only die when reaching: -60.00 life Maximum life: +40.00 A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of accuracy (15/15, 126% power, 2 apr) barbed pouch of steel shots of accuracy (15/15, 126% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon crit: * wounds the target for 7 turns: 17 bleeding, 62% reduced healing Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
| Light source | Vorurelle the brass lantern Vorurelle the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +12 (+3 eff.) Maximum life: +40.00 Maximum psi: +30.00 Mindpower: +4 (+2 eff.) Light radius: +4 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 | hardened leather cap 'Lisura' (6 def, 12 armour) hardened leather cap 'Lisura' (6 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +4% all Critical mult.: +3.00% Physical save: +16 (+4 eff.) Mental save: +9 (+3 eff.) Infravision radius: +3 Healing mod.: +15% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Brodunarichak (0 def, 6 armour) Brodunarichak (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +10 (+3 eff.) Armour: +6 Changes stats: +4 Str Changes damage: +24% physical Physical save: +30 (+7 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Oozeusher' (dig speed 29 turns) iron pickaxe 'Oozeusher' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Cun / +1 Str Changes resistances penetration: +5% physical Critical mult.: +9.00% Maximum life: +20.00 Maximum stamina: +5.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Grinesaruisus' =CON+6= gold ring 'Grinesaruisus' =CON+6=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +6 Str / +6 Con Changes damage: +6% all Spell save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +15% Confusion immunity: +28% Spellpower: +9 (+3 eff.) Mindpower: +8 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Dex / +5 Mag / +6 Wil / +5 Cun Changes resistances: +3% acid / +6% darkness Physical save: +30 (+7 eff.) Blindness immunity: +21% Confusion immunity: +10% Spellpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +13 See invisible: +10 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | steel amulet 'Fulodrakor' steel amulet 'Fulodrakor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +2 Changes resistances: +13% lightning / +13% temporal / +2% physical Physical save: +11 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Pinning immunity: +22% Stun/Freeze immunity: +24% Knockback immunity: +22% Amulets can have magical properties. |
| In main hand | Twilight's Edge (158% power, 7 apr) Twilight's Edge (158% power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Xakira the hardened leather belt Xakira the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% blight / +5% arcane / +9% light / +9% lightning Changes damage: +6% mind Life regen: +1.10 Healing mod.: +21% A belt that goes around your waist. |
| In off hand | Growweeper the dwarven-steel shield (8 def, 2 armour, 100% power, 82 block) Growweeper the dwarven-steel shield (8 def, 2 armour, 100% power, 82 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 Damage (Melee): +12 lightning / +4 nature / +16 acid Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes stats: +3 Dex Changes resistances: +14% lightning / +3% acid Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Radiancebrand (4 def, 2 armour) Radiancebrand (4 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Wil / +2 Mag Changes damage: +3% light Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polewe the Airkin (4 def, 15 armour) Polewe the Airkin (4 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes resistances: +6% darkness / +15% lightning Changes resistances penetration: +20% lightning Changes damage: +15% lightning Physical save: +8 (+2 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the titan (heal 94)healing infusion of the titan (heal 94) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. movement infusion of the sneak (599% speed; 7 turns)movement infusion of the sneak (599% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the warrior (absorb 495 for 5 turns)shielding rune of the warrior (absorb 495 for 5 turns) 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: 19 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 495 damage for 5 turns. Its effects scale with your Strength 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. |
Daneth's Neckguard =CON +6= Daneth's Neckguard =CON +6=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Elenodar' steel amulet 'Elenodar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Changes resistances: +13% temporal Critical mult.: +17.00% Pinning immunity: +23% Knockback immunity: +24% Life regen: +0.60 Mental crit. chance: +2% Amulets can have magical properties. |
Fuliruivor FuliruivorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Dex / +4 Mag / +1 Wil / +6 Cun / +2 Con Changes resistances: +26% lightning / +3% temporal Changes resistances penetration: +5% blight Changes damage: +13% lightning Spell save: +12 (+4 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
gold ring 'Malorovon' =CON +3= gold ring 'Malorovon' =CON +3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +5 Str / +3 Con Changes resistances: +2% physical Physical save: +6 (+1 eff.) Life regen: +0.60 Maximum life: +20.00 Rings can have magical properties. |
Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +4.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Brandcast' (111% power, 3 apr, darkness element)ash vilestaff 'Brandcast' (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +4 Con Changes resistances penetration: +20% fire Changes damage: +15% darkness / +12% fire Talent granted: +1 Command Staff Life regen: +0.90 Psi when hit: +0.16 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Mindpower: +10 (+5 eff.) Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Dimfiend (105% power, 3 apr)Dimfiend (105% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 darkness Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +5 Mag Changes resistances penetration: +8% fire Spell save: +6 (+2 eff.) Maximum mana: +60.00 Maximum vim: +20.00 Global speed: +3% One-handed war axes. |
Earthviper =Con +1= Earthviper =Con +1=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +2 Dex / +1 Con Changes resistances penetration: +15% nature Grants telepathy: Dragon Humanoid/Orc Spell save: +6 (+2 eff.) Light radius: +1 Size category: +1 A belt that goes around your 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. |
hardened leather belt 'Xerylaith' =CON +3= hardened leather belt 'Xerylaith' =CON +3=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +4 Cun / +3 Con / +6 Lck Changes resistances: +8% cold / +8% fire Changes resistances penetration: +25% arcane Trap disarming bonus: +5 Stealth bonus: +8 Mental save: +9 (+3 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +6 A belt that goes around your waist. |
rough leather belt 'Glyldassra' =Deamon Sensing= rough leather belt 'Glyldassra' =Deamon Sensing=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +4 Wil Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+1 eff.) Mindpower: +3 (+1 eff.) Infravision radius: +1 A belt that goes around your waist. |
Blazebait (2 def, 0 armour) =CON +2= Blazebait (2 def, 0 armour) =CON +2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Str / +1 Dex / +2 Con Changes resistances: +6% mind Changes resistances penetration: +10% light / +25% mind Changes damage: +6% mind Talent mastery: +0.30 Technique / Combat training Spell save: -19 (-9 eff.) Stamina each turn: +0.60 Mana each turn: -0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ragilin' (2 def, 6 armour) cashmere cloak 'Ragilin' (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Spell save: +30 (+10 eff.) Blindness immunity: +10% Cut immunity: +20% Disarm immunity: +15% Knockback immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =CON +5= Spider-Silk Robe of Spydrë (10 def, 15 armour) =CON +5=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of dwarven-steel boots 'Emelira' (0 def, 10 armour) =CON +9= pair of dwarven-steel boots 'Emelira' (0 def, 10 armour) =CON +9=Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +3 Wil / +9 Con Changes resistances: +6% mind / +3% acid Changes resistances penetration: +7% physical Changes damage: +7% physical Mindpower: +5 (+2 eff.) Infravision radius: +1 Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +3 Cun / +6 Con Physical save: +10 (+2 eff.) Mental save: +12 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 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. 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. Delolarach the iron gauntlets (0 def, 1 armour)Delolarach the iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% temporal Mental save: +30 (+10 eff.) Stun/Freeze immunity: +15% Knockback immunity: +45% Life regen: +1.90 Stamina each turn: +0.30 Psi each turn: +0.15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Sootusher the dwarven-steel gauntlets (0 def, 13 armour) =CON +10= Sootusher the dwarven-steel gauntlets (0 def, 13 armour) =CON +10=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +13 Armour Hardiness: +10% Damage (Melee): 5 acid / 4 fire / 5 lightning / 5 cold Changes stats: +4 Dex / +3 Mag / +4 Wil / +10 Con Changes resistances: +3% darkness / +4% physical Changes resistances penetration: +20% darkness / +10% mind Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Dagukan' (0 def, 2 armour) hardened leather gloves 'Dagukan' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +7% fire / +9% temporal Changes damage: +6% fire Spell save: +6 (+2 eff.) Blindness immunity: +20% Disease immunity: +10% Knockback immunity: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Daimahir (5 def, 3 armour)Daimahir (5 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +12% lightning / +3% cold Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Spell save: +13 (+5 eff.) Silence immunity: +20% Hate when firing a critical mind attack: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivenn the Blastimmortal (0 def, 1 armour) Ivenn the Blastimmortal (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +3% mind Mental crit. chance: +2% A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) =CON +3= iron helm of constitution (+3) (0 def, 3 armour) =CON +3=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con 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. linen wizard hat of frost (+16%) (1 def, 0 armour)linen wizard hat of frost (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
3 agate 3 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. |
412 alchemist agate 412 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
10 opal 10 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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 (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Boragavor' brass lantern 'Boragavor'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes resistances penetration: +5% physical Changes damage: +3% blight / +6% physical Physical save: +6 (+1 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 180.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
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. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of cure ailments [power 2] (10 cooldown) forceful yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 14] (15 cooldown) quick elm totem of thorny skin [power 14] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 14 and armour hardiness by 30%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
13 ametrine 13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Azil the Ogre Sun Paladin level 11
76th Dusk 122nd year of Ascendancy at 08:24 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Azil the Ogre Sun Paladin level 27
1st Summertide 123rd year of Ascendancy at 07:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Azil the Ogre Sun Paladin level 19
41st Regrowth 123rd year of Ascendancy at 14:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Azil the Ogre Sun Paladin level 26
65th Pyre 123rd year of Ascendancy at 01:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Azil the Ogre Sun Paladin level 10
58th Dusk 122nd year of Ascendancy at 18:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Azil the Ogre Sun Paladin level 20
41st Regrowth 123rd year of Ascendancy at 18:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Azil the Ogre Sun Paladin level 8
28th Dusk 122nd year of Ascendancy at 21:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Azil the Ogre Sun Paladin level 27
9th Mirth 123rd year of Ascendancy at 11:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Azil the Ogre Sun Paladin level 17
10th Allure 123rd year of Ascendancy at 15:56 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Azil the Ogre Sun Paladin level 9
52nd Dusk 122nd year of Ascendancy at 05:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Azil the Ogre Sun Paladin level 7
17th Dusk 122nd year of Ascendancy at 17:40 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Azil the Ogre Sun Paladin level 16
1st Allure 123rd year of Ascendancy at 14:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Azil the Ogre Sun Paladin level 8
36th Dusk 122nd year of Ascendancy at 20:23 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Azil the Ogre Sun Paladin level 16
2nd Wintertide 123rd year of Ascendancy at 07:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Azil the Ogre Sun Paladin level 20
42nd Regrowth 123rd year of Ascendancy at 15:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Azil the Ogre Sun Paladin level 15
79th Haze 122nd year of Ascendancy at 03:31 see stats
Log
Azil's sun path area effect hits Aduna the snow giant boulder thrower for 32 light damage.
Gloriwe the wolf uses Mucus.
Aduna the snow giant boulder thrower casts Create Minions.
Azil casts Healing Light.
Azil receives 62 healing.
Aduna the snow giant boulder thrower is no longer influenced by martyrdom.
Aduna the snow giant boulder thrower stops surging mana.
Insidious Poison from Snow giant boulder thrower hits Azil for (11 absorbed), 11 nature (11 total damage).
Shield of Light hits Azil for 3 healing, 3 healing, 3 healing (0 total damage) [8 healing].
Impending Doom from Aduna the snow giant boulder thrower hits Azil for (31 absorbed), 31 arcane (31 total damage).
Bane of Confusion from Aduna the snow giant boulder thrower hits Azil for (22 absorbed), 22 darkness (22 total damage).
Azil's sun path area effect hits Aduna the snow giant boulder thrower for 32 light damage.
Azil's sun path area effect hits Skeleton mage for 47 light damage.
Gloriwe the wolf uses Reclaim.
Azil deactivates Retribution.
Azil unleashes the stored damage in retribution!
Skeleton mage misses Azil.
Gloriwe the wolf shares damage with his oozes!
Azil hits Snow giant boulder thrower for 427 light damage.
Azil hits Aduna the snow giant boulder thrower for 292 light damage.
Azil hits Skeleton mage for 427 light damage.
Azil hits Ghoulking for (3 resilience), 423 light, 10 lightning, 25 light, 16 physical, 13 nature (486 total damage).
Azil hits Gloriwe the wolf for 213 light damage.
Azil hits Snow giant chieftain for 427 light damage.
Gloriwe the wolf hits Azil for (23 absorbed), 87 acid, 118 nature (204 total damage).
Ghoulking hits Azil for 3 physical damage.
Shield of Light hits Azil for 3 healing, 3 healing, 3 healing (0 total damage) [8 healing].
Aduna the snow giant boulder thrower casts Invoke Darkness.
Saving game...
