Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 30 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by mutilator at level 2 on the 76th Pyre 122nd year of Ascendancy at 12:29 0 / 7Killed by Rhaloren Inquisitor at level 6 on the 3rd Mirth 122nd year of Ascendancy at 15:28 Killed by naga myrmidon at level 14 on the 34th Dusk 122nd year of Ascendancy at 05:10 Killed by Vorimina the minotaur at level 17 on the 77th Dusk 122nd year of Ascendancy at 10:39 Killed by Xotta the snow giant at level 28 on the 73rd Regrowth 123rd year of Ascendancy at 06:07 Killed by ritch flamespitter at level 28 on the 4th Pyre 123rd year of Ascendancy at 08:39 Killed by armoured skeleton warrior at level 30 on the 19th Pyre 123rd year of Ascendancy at 12:36 |
Primary Stats
| Strength | 68 (base 56) |
| Dexterity | 21 (base 10) |
| Constitution | 37 (base 27) |
| Magic | 50 (base 45) |
| Willpower | 31 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | -6/837 |
| Mana | 259/259 |
| Stamina | 240/240 |
| Vim | 203/209 |
| Healing Factor | 0.86 |
| Regeneration | 3.1540903997774 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -40% |
| Spell | -30% |
| Global | +88.495575221239% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 42 |
| Crit Chance | 32% |
| APR | 19 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 8% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 29.25 |
| Crit Chance | 3% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | +12% |
Defense: Base
| Armour (hardiness) | 75.723073231957 (45%) |
| Defense | 13.85 |
| Ranged Defense | 13.85 |
| Fatigue | 0 |
| Physical Save | 34.375 |
| Spell Save | 54.95 |
| Mental Save | 33.9 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 10% |
| Disarm Resistance | 40% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Premonition |
| talent | Abyssal Shield |
| talent | Chant of Fortress |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critial hits. Juggernaut |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 14%. Insidious Poison |
| detrimental effect | Reduces global action speed by 13%. Slow |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Reduces light damage received by 16%. Premonition Shield |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 3 of Trollmire) | failed |
You failed to protect the worried loremaster from death by skeleton master archer. Escort: worried loremaster (level 8 of Dreadfell) | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 193. | 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 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 chunk of ghoul flesh. * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Harylathafang (0 def, 10 armour) Harylathafang (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +10 Fatigue: +3% Changes stats: +1 Str Changes damage: +9% physical Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Samukalthorain the Shimmerhacker Samukalthorain the ShimmerhackerInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction * 30% chance to daze Changes stats: +4 Wil Changes resistances penetration: +5% lightning Critical mult.: +13.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren dwarven-steel helm of trickery (0 def, 4 armour) thaloren dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Dex / +4 Wil / +2 Cun Changes resistances: +7% blight Mental save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 17/25) : Effective talent level: 1.0 Power cost: 15 out of 17/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 2/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 125% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+8 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+7 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 20/60) : Effective talent level: 1.2 Power cost: 60 out of 20/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 129.73 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted 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 It can be used to activate talent Juggernaut (costing 30 power out of 31/60) : Effective talent level: 2.0 Power cost: 30 out of 31/60. 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. |
Inventory
wild infusion of the warrior (resist 26%; cure mental) wild infusion of the warrior (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
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... |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
savior's steel amulet of murder savior's steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Critical mult.: +11.00% Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+5 eff.) Amulets can have magical properties. |
stralite amulet 'Glarequench' stralite amulet 'Glarequench'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +6% light Changes damage: +8% blight / +13% fire / +6% light Critical mult.: +14.00% Spellpower: +13 (+4 eff.) Amulets can have magical properties. |
Olydur OlydurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 12 mind Changes stats: +1 Cun / +4 Str Equilibrium when hit: +0.04 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gold ring 'Emedama' gold ring 'Emedama'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +12% mind Changes damage: +12% mind Reduces incoming crit damage: 5.00% Rings can have magical properties. |
Chamorim (27.5-41.25 power, 2 apr) Chamorim (27.5-41.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +16 cold When wielded/worn: Armour penetration: +10 Changes resistances: +3% darkness Changes resistances penetration: +9% physical / +7% mind / +9% darkness Changes damage: +7% physical Blindness immunity: +10% Cut immunity: +15% Massive two-handed mauls. |
Dawnquick (41-61.5 power, 2 apr) Dawnquick (41-61.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind Changes resistances: +3% light Light radius: +2 Massive two-handed mauls. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-16 eff.) Mindpower: +9 (+4 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Duskspawn the voratun longsword (42.5-59.5 power, 6 apr) Duskspawn the voratun longsword (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] 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: * Slows global speed by 9% * 20% chance to torment the target * leeches stamina from the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 nature slow Changes resistances: +9% temporal / +3% nature / +3% cold Changes resistances penetration: +10% mind / +8% darkness Changes damage: +9% darkness Sharp, long, and deadly. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical 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. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element) Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+9 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
stralite waraxe 'Veliyavea' (33.5-46.9 power, 5 apr) stralite waraxe 'Veliyavea' (33.5-46.9 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Wil Changes resistances: +2% physical Cut immunity: +10% Infravision radius: +2 One-handed war axes. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 225, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+9 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 33.73 to 42.16 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's cashmere robe of alchemy (2 def, 0 armour) dreamer's cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +12% acid / +16% physical / +17% darkness / +12% fire / +16% mind / +12% cold Changes damage: +7% acid / +7% physical / +8% cold / +7% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +15 (+7 eff.) Spell save: +12 (+4 eff.) Mental save: +24 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
enlightening steel mail armour of the deep (2 def, 7 armour) enlightening steel mail armour of the deep (2 def, 7 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +3 Cun / +3 Wil Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Black Mesh (8 def, 2 armour, 96 block) Black Mesh (8 def, 2 armour, 96 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Elywe the dwarven-steel shield (8 def, 2 armour, 79 block) Elywe the dwarven-steel shield (8 def, 2 armour, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to blind Damage when hit (Melee): 16 mind / 18 fire Changes stats: +2 Str / +2 Mag / +1 Wil / +3 Con Changes resistances: +10% light / +31% fire Talent granted: +3 Block Infravision radius: +1 Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+11 eff.) Ranged Defense: +15 (+11 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Zeramasarim the Lightningwire (8 def, 2 armour, 73 block) Zeramasarim the Lightningwire (8 def, 2 armour, 73 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze Damage (Melee): 7 acid Damage when hit (Melee): 17 acid / 14 ice Changes stats: +3 Wil Changes resistances: +14% mind / +12% cold Changes resistances penetration: +5% blight Changes damage: +6% blight / +6% arcane Talent granted: +3 Block Spell crit. chance: +4% Handheld deflection devices. |
5 agate 5 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. |
189 alchemist agate 189 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. |
4 onyx 4 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. |
10 aquamarine 10 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. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
20 topaz 20 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Sootjam' (dig speed 17 turns) dwarven-steel pickaxe 'Sootjam' (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +7% physical / +6% temporal Spell save: +10 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald 12 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. |
3 jade 3 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
2 turquoise 2 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 115.08 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 448.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of 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. |
steel torque of thermal psionic shield 'Ce'Nagawen' [power 71] (26 cooldown) steel torque of thermal psionic shield 'Ce'Nagawen' [power 71] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +3 Changes resistances: +3% acid Changes damage: +6% acid Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, putting all charms on cooldown for 26 turns. When used: 200% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Neryma' [power 193] (4 cooldown) voratun torque of mindblast 'Neryma' [power 193] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% temporal Maximum wards: +2 physical / +4 mind / +3 darkness Changes resistances penetration: +5% temporal Changes damage: +12% blight / +15% temporal Talent cooldown: Silence (+5 turn) Talents granted: +3 Silence +1 Ward It can be used to fire a blast of psionic energies in a range 7 beam (dam 96-193), putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Yvetha [power 40] (20 cooldown) Yvetha [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Cun Talent granted: +3 Lay Web Infravision radius: +2 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of cure ailments [power 2] (10 cooldown) rushing ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 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. |
9 quartz 9 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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
6 citrine 6 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. |
6 zircon 6 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
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Higher Doombrigher the Higher Doombringer level 24
80th Haze 122nd year of Ascendancy at 23:36 see stats
Exterminator
Killed 1000 creatures.By Higher Doombrigher the Higher Doombringer level 17
77th Dusk 122nd year of Ascendancy at 09:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Higher Doombrigher the Higher Doombringer level 24
80th Haze 122nd year of Ascendancy at 23:39 see stats
Fear me not!
Survived the Fearscape!By Higher Doombrigher the Higher Doombringer level 28
10th Pyre 123rd year of Ascendancy at 23:45 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Higher Doombrigher the Higher Doombringer level 5
79th Pyre 122nd year of Ascendancy at 05:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Higher Doombrigher the Higher Doombringer level 20
8th Haze 122nd year of Ascendancy at 20:27 see stats
Level 10
Got a character to level 10.By Higher Doombrigher the Higher Doombringer level 10
4th Dusk 122nd year of Ascendancy at 02:52 see stats
Level 20
Got a character to level 20.By Higher Doombrigher the Higher Doombringer level 20
7th Haze 122nd year of Ascendancy at 09:18 see stats
Level 30
Got a character to level 30.By Higher Doombrigher the Higher Doombringer level 30
15th Pyre 123rd year of Ascendancy at 20:03 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Higher Doombrigher the Higher Doombringer level 23
70th Haze 122nd year of Ascendancy at 21:56 see stats
Poisonous
Sided with the assassin lord.By Higher Doombrigher the Higher Doombringer level 13
29th Dusk 122nd year of Ascendancy at 00:47 see stats
Size matters
Did over 600 damage in one attack.By Higher Doombrigher the Higher Doombringer level 27
37th Regrowth 123rd year of Ascendancy at 05:51 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Higher Doombrigher the Higher Doombringer level 20
53rd Haze 122nd year of Ascendancy at 23:45 see stats
The secret city
Discovered the truth about mages.By Higher Doombrigher the Higher Doombringer level 20
63rd Haze 122nd year of Ascendancy at 21:57 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Higher Doombrigher the Higher Doombringer level 27
37th Regrowth 123rd year of Ascendancy at 09:11 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Higher Doombrigher the Higher Doombringer level 29
15th Pyre 123rd year of Ascendancy at 08:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Higher Doombrigher the Higher Doombringer level 18
4th Haze 122nd year of Ascendancy at 01:00 see stats
Log
Higher Doombrigher hits Skeleton warrior for (4 absorbed), 0 light, (6 absorbed), 0 arcane, (8 absorbed), 0 blight, (8 absorbed), 0 fire, (12 absorbed), 0 physical (0 total damage).
Skeleton warrior hits Higher Doombrigher for 28 physical, (slow 13%), (28 total damage).
The Master stops burning.
Higher Doombrigher receives 2 healing from Devouring flames from Higher Doombrigher.
Bleeding from Higher Doombrigher hits The Master for (4 absorbed), 0 physical (0 total damage).
The Master leeches life from Higher Doombrigher!
Insidious Poison from The Master hits Higher Doombrigher for 1 nature damage.
The Master casts Create Minions.
The shield around skeleton warrior crumbles.
Animated Sword hits Skeleton warrior for (2 absorbed), 117 physical, 11 mind, 5 cold (133 total damage).
Skeleton warrior hits Animated Sword for 10 nature damage.
Higher Doombrigher leeches life from Skeleton warrior!
Higher Doombrigher hits Skeleton warrior for 4 light, 6 arcane, 8 blight, 8 fire, 12 physical (39 total damage).
Skeleton warrior hits Higher Doombrigher for 23 physical, (slow 13%), , 2 healing, 2 healing (23 total damage) [4 healing].
The Master's is no longer blazing.
The Master aims less carefully.
Higher Doombrigher receives 2 healing from Devouring flames from Higher Doombrigher.
Bleeding from Higher Doombrigher hits The Master for (4 absorbed), 0 physical (0 total damage).
Higher Doombrigher hardens its skin.
Higher Doombrigher speeds up.
Insidious Poison from The Master hits Higher Doombrigher for 1 nature damage.
The Master casts Manathrust.
Armoured skeleton warrior casts Rune: Acid Wave.
Armoured skeleton warrior shrugs off the effect 'Disarmed'!
Skeleton warrior shrugs off the effect 'Disarmed'!
The Master shrugs off the effect 'Disarmed'!
Skeleton warrior is disarmed!
Skeleton warrior is disarmed!
Saving game...
