Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 22 / 50% |
Size | medium |
Lifes / Deaths | Killed by sand-drake at level 9 on the 4th Flare 122nd year of Ascendancy at 15:53 2 / 4Killed by ritch flamespitter at level 21 on the 39th Regrowth 123rd year of Ascendancy at 12:13 Killed by Iseremira the midge swarm at level 22 on the 41st Regrowth 123rd year of Ascendancy at 06:22 Killed by Balchtor at level 22 on the 41st Regrowth 123rd year of Ascendancy at 06:27 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 55 (base 51) |
Constitution | 10 (base 10) |
Magic | 14 (base 10) |
Willpower | 15 (base 10) |
Cunning | 48 (base 43) |
Resources
Life | 699/699 |
Stamina | 196/196 |
Healing Factor | 1.2600003099961 |
Regeneration | 36.858523891513 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 46.990623353761 |
See Invisible | 46.990623353761 |
Offense: Mainhand
Damage | 55 |
Accuracy | 48 |
Crit Chance | 36% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 48 |
Crit Chance | 37% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Physical | +12% |
Nature | +6% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (38.594633868923%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 14 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 15%( 70%) |
Lightning | + 20%( 70%) |
Light | + 23%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 20%( 70%) |
Acid | + 15%( 70%) |
Cold | + 18%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Silence Resistance | 21% |
Stun Resistance | 45% |
Poison Resistance | 0% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 18.0 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 grave | active |
You failed to protect the lost sun paladin from death by Xavena the yellow jelly. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
On feet | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Velethra the Growthrupture Velethra the GrowthruptureInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% light / +6% cold Changes resistances penetration: +15% light Changes damage: +6% nature Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Beulathavor (1 def, 0 armour) Beulathavor (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% darkness / +6% light Life regen: +2.00 Psi each turn: +0.13 Only die when reaching: -60.00 life Maximum life: +20.00 Mindpower: +13 (+6 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Belonn' (0 def, 5 armour) hardened leather gloves 'Belonn' (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Armour: +5 Damage when hit (Melee): 2 temporal Changes stats: +4 Cun / +4 Dex Changes resistances: +9% blight Critical mult.: +8.00% Mental save: +7 (+4 eff.) Maximum life: +57.00 Spell crit. chance: +6% Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon crits: Cripple (20% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel torque of psionic shield [power 73] (21 cooldown) dwarven-steel torque of psionic shield [power 73] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+4 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
On fingers | Hettetorain the copper ring Hettetorain the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +1 Cun / +3 Wil Changes damage: +3% acid / +3% physical / +3% mind Maximum stamina: +20.00 Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Around 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 (+3 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... |
In main hand | Betumina (104% power, 11 apr) Betumina (104% power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +12% Damage (Melee): +4 physical Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Changes resistances penetration: +8% physical Changes damage: +6% arcane / +9% physical Sharp, short and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | truestriking dwarven-steel dagger (124% power, 7 apr) truestriking dwarven-steel dagger (124% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 124% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
Cloak | linen cloak 'Stormlady' (1 def, 2 armour) linen cloak 'Stormlady' (1 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +3% acid / +3% temporal / +9% lightning Confusion immunity: +10% Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of Eyal (9 def, 6 armour) troll-hide hardened leather armour of Eyal (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +7.00 Maximum life: +68.00 Healing mod.: +26% A suit of armour made of leather. |
Inventory
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the sneak (damage 231; dur 4; cd 16)biting gale rune of the sneak (damage 231; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 230.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 5; phase 12; cd 16)blink rune (range 5; phase 12; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the duelist (power 16; resist 24%; move 36%; dur 5; cd 18)ethereal rune of the duelist (power 16; resist 24%; move 36%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 36% faster, and you are invisible (power 16). Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Fogoozer' copper amulet 'Fogoozer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Con Changes resistances: +6% darkness Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Amulets make your neck look great! |
starseer's copper amulet of manastreaming starseer's copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% light / +4% temporal / +4% darkness / +4% physical Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Armydir the copper ring Armydir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +3.0% Physical power: +10 (+5 eff.) Defense: +26 (+9 eff.) Changes stats: +3 Cun / +4 Con Rings make your fingers look great! |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+8 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+8 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
Shadesweep the iron dagger (101% power, 5 apr) Shadesweep the iron dagger (101% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +20 lightning When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Str Changes resistances: +3% darkness Changes damage: +3% darkness Light radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Aeregen' (102% power, 6 apr)steel dagger 'Aeregen' (102% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (radius 2) on crit: +11 lightning / +15 cold When wielded/worn: Armour penetration: +2 Changes stats: +2 Cun / +4 Wil Changes resistances: +4% physical Changes resistances penetration: +11% lightning / +10% cold Reduces incoming crit damage: 15.00% Movement speed: +26% Sharp, short and deadly. |
steel greatmaul 'Fogvalor' (132% power, 2 apr) steel greatmaul 'Fogvalor' (132% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 133% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Damage when hit (Melee): 4 darkness Changes stats: +20 Con / +20 Wil Changes resistances penetration: +7% physical Maximum life: +67.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel longsword of rage (125% power, 4 apr)truestriking dwarven-steel longsword of rage (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +7 Changes stats: +3 Str Changes resistances penetration: +7% physical Changes damage: +8% physical Sharp, long, and deadly. |
Emelerin (100% power, 2 apr, fire element) Emelerin (100% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes stats: +1 Str / +6 Mag / +4 Con Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum hate: +4.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Mindpower: +5 (+3 eff.) See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Wildstreak the elm starstaff (100% power, 2 apr, temporal element)Wildstreak the elm starstaff (100% power, 2 apr, temporal element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +25% nature Changes damage: +6% nature / +10% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ragosus the Rainmalice (119% power, 3 apr)Ragosus the Rainmalice (119% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +20 cold When wielded/worn: Changes resistances penetration: +25% darkness / +25% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling iron waraxe of erosion (103% power, 2 apr)chilling iron waraxe of erosion (103% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +6 cold One-handed war axes. |
Icemortal the rough leather belt Icemortal the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +2 Mag / +4 Wil / +3 Cun Changes resistances: +6% lightning / +6% temporal Light radius: +1 Infravision radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of carryinginsulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +20 A belt that goes around your waist. |
rough leather belt 'Phoenixsweep' rough leather belt 'Phoenixsweep'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +4 Str / +2 Dex / +3 Con Changes resistances: +6% light / +6% darkness Changes resistances penetration: +5% cold A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Sootsquall the linen cloak (16 def, 0 armour) Sootsquall the linen cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +16 (+6 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness / +1% physical Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wretchbolt the cashmere cloak (2 def, 0 armour) Wretchbolt the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +5 Mag / +2 Wil / +5 Cun Light radius: +1 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tideparry the cashmere robe (4 def, 5 armour) Tideparry the cashmere robe (4 def, 5 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +5 Mag Changes resistances: +22% acid / +14% darkness / +9% cold / +6% light / +11% all Changes damage: +9% light / +15% acid Mental save: +18 (+9 eff.) Maximum life: +36.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +4% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of corrosion (+18%) (0 def, 0 armour) focusing linen robe of corrosion (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +18% acid / +7% all Changes damage: +12% acid Mana each turn: +0.11 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of darkness (+19%) (0 def, 0 armour) verdant cashmere robe of darkness (+19%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +19% darkness / +11% all Changes damage: +5% nature / +13% darkness Poison immunity: +20% Disease immunity: +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mesta the pair of rough leather boots (0 def, 1 armour) Mesta the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +4 Str / +1 Dex / +1 Wil / +3 Con Reduces incoming crit damage: 10.00% Maximum encumbrance: +21 Physical save: +6 (+6 eff.) A pair of boots made of leather. |
Glorurawen (0 def, 2 armour) Glorurawen (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +10 (+5 eff.) Armour: +2 Damage (Melee): 8 darkness Changes stats: +1 Str / +5 Con Changes resistances: +6% darkness Changes damage: +3% darkness / +3% physical Physical save: +22 (+16 eff.) Spell save: +4 (+4 eff.) Mental save: +10 (+5 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 20% Damage (Melee): +4 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of magic (+3) (0 def, 1 armour) umbral rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +3% darkness / +3% arcane When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 20% Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dayslicer the iron helm (0 def, 3 armour) Dayslicer the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +18% lightning / +6% temporal / +3% darkness / +3% blight / +5% arcane Changes resistances penetration: +20% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glibeth the rough leather cap (0 def, 3 armour) Glibeth the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Mag / +5 Con Changes resistances: +6% blight / +3% fire Changes damage: +3% mind Infravision radius: +2 A cap made of leather. |
dwarven-steel helm 'Brodegas' (0 def, 4 armour) dwarven-steel helm 'Brodegas' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 acid Changes stats: +2 Dex / +8 Mag Changes resistances: +9% acid / +12% light / +10% darkness 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. rejuvenating dwarven-steel mail armour (3 def, 8 armour)rejuvenating dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +3.30 Stamina each turn: +0.50 A suit of armour made of mail. |
Airreign (6 def, 4 armour) Airreign (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +5 Wil Changes resistances: +21% lightning / +3% temporal / +13% light / +12% darkness Changes resistances penetration: +15% temporal Changes damage: +9% lightning Mental save: +13 (+7 eff.) A suit of armour made of leather. |
Phoenixblood the cured leather armour (6 def, 4 armour) Phoenixblood the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% fire / +11% physical Changes resistances penetration: +5% darkness Changes damage: +15% fire Physical save: +22 (+16 eff.) Life regen: +2.00 Maximum life: +31.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Wrathroot's Barkwood (9 def, 10 armour, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 60 block) Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of purity (0 def, 6 armour, 77.5 block)icy dwarven-steel shield of purity (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 4 ice Changes resistances: +11% nature / +13% blight Talent granted: +1 Block Handheld deflection devices. |
10 agate 10 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. |
146 alchemist agate 146 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 aquamarine 4 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Metodar the CracklewedgeMetodar the Cracklewedge Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% mind Changes resistances penetration: +20% lightning Changes damage: +6% lightning Spell save: +3 (+3 eff.) Cut immunity: +20% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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) Activation costs 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Camiredradin the Blackwrither [power 155] (21 cooldown) Camiredradin the Blackwrither [power 155] (21 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes damage: +6% darkness / +9% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 368 Base Damage: 170 Armor: 1 All Resist: 10 Activation puts all charms on cooldown for 21 turns. When used: * Reduce fatigue by 30% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Grinuzilathad [power 170] (13 cooldown) Grinuzilathad [power 170] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +25% blight It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
3 ametrine 3 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Balchtor the Cornac Rogue level 15
1st Decay 122nd year of Ascendancy at 15:10 see stats
By Balchtor the Cornac Rogue level 10
6th Flare 122nd year of Ascendancy at 06:22 see stats
By Balchtor the Cornac Rogue level 20
14th Regrowth 123rd year of Ascendancy at 08:09 see stats
By Balchtor the Cornac Rogue level 19
12nd Regrowth 123rd year of Ascendancy at 06:13 see stats
By Balchtor the Cornac Rogue level 7
79th Pyre 122nd year of Ascendancy at 09:02 see stats
By Balchtor the Cornac Rogue level 10
32nd Dusk 122nd year of Ascendancy at 16:06 see stats
By Balchtor the Cornac Rogue level 16
1st Allure 123rd year of Ascendancy at 15:22 see stats
By Balchtor the Cornac Rogue level 22
41st Regrowth 123rd year of Ascendancy at 06:27 see stats
Log
Iseremira the midge swarm uses Thermal Balance.
Iseremira the midge swarm hits Balchtor for 32 cold, 29 fire (61 total damage).
Balchtor feels pain again.
Bleeding from Iseremira the midge swarm hits Balchtor for 13 physical damage.
Iseremira the midge swarm misses Balchtor.
Talent Expose Weakness is ready to use.
Talent Tumble is ready to use.
Talent Infusion: Wild is ready to use.
Melee retaliation hits Iseremira the midge swarm for (1 to psi shield), 0 temporal (0 total damage).
Bleeding from Iseremira the midge swarm hits Balchtor for 17 physical damage.
Iseremira the midge swarm hits Balchtor for 35 physical, 5 physical, 4 fire (45 total damage).
Melee retaliation hits Iseremira the midge swarm for (1 to psi shield), 0 temporal, (1 to psi shield), 0 temporal (0 total damage).
Iseremira the midge swarm hits Balchtor for (16 parried), 37 physical, 5 physical, 4 fire, 27 physical (74 total damage).
Balchtor the level 22 cornac rogue was impaled to death by Iseremira the midge swarm on level 4 of Old Forest.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Iseremira the midge swarm killed Balchtor!
Saving game...
Talent Infusion: Movement is ready to use.
Talent Vitality is ready to use.
Talent Dual Strike is ready to use.
Talent Infusion: Healing is ready to use.
Talent Heartseeker is ready to use.
Balchtor activates Stealth.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!