Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 31 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Xeroralaith the shadowblade at level 18 on the 78th Dusk 122nd year of Ascendancy at 10:12 0 / 7Killed by Belulle the giant carpenter ant at level 19 on the 78th Dusk 122nd year of Ascendancy at 14:47 Killed by Belulle the giant carpenter ant at level 19 on the 78th Dusk 122nd year of Ascendancy at 16:41 Killed by Yvenor the mean looking elven guard at level 24 on the 36th Haze 122nd year of Ascendancy at 18:26 Killed by void horror at level 25 on the 58th Haze 122nd year of Ascendancy at 02:27 Killed by Xanedawyn the rogue at level 29 on the 16th Regrowth 123rd year of Ascendancy at 03:42 Killed by Ce'Netta the hummerhorn at level 31 on the 32nd Regrowth 123rd year of Ascendancy at 19:01 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 60 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 21 (base 15) |
Resources
| Life | -12/1186 |
| Positive | 42/90 |
| Stamina | 194/198 |
| Healing Factor | 0.66254092051931 |
| Regeneration | 1.6232252552723 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 52 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.24 (76.629213483146%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 31 |
| Physical Save | 49 |
| Spell Save | 38 |
| Mental Save | 22 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 97% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 123.61 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 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 108.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 39. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Weapon of Wrath |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is poisoned, taking 39.54 nature damage per turn and decreasing all heals received by 44%. Insidious Poison |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | Increases the effectiveness of all healing the target receives by 11%. Empowered Healing |
| detrimental effect | The target is poisoned, taking 57.24 nature damage per turn. Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 failed to protect the lone alchemist from death by Voralekira the rattlesnake. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Velemithra the brown bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by rimebark. Escort: lost warrior (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 24. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. 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 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Gofast' (0 def, 3 armour) pair of iron boots 'Gofast' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Wil Grants telepathy: Demon/Minor Demon/Major Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blazepain (0 def, 4 armour) Blazepain (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +4 Con Changes damage: +9% light Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Balin the Coalserpent (0 def, 2 armour) Balin the Coalserpent (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +7 (+1 eff.) Armour: +2 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 7 nature Damage when hit (Melee): 8 nature Changes stats: +4 Str / +4 Dex Changes resistances: +6% nature Changes damage: +6% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ulydir the Blazespitter [power 39] (25/30 cooldown) Ulydir the Blazespitter [power 39] (25/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% fire Changes damage: +9% fire Talent granted: +1 Ward It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Balancewinter' steel ring 'Balancewinter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +15% acid Changes damage: +9% acid Stun/Freeze immunity: +24% Life regen: +1.80 Rings can have magical properties. |
| On fingers | steel ring 'Muckking' steel ring 'Muckking'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% darkness Changes damage: +6% nature Maximum encumbrance: +21 Rings can have magical properties. |
| Around neck | Erukor the steel amulet Erukor the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Dex / +4 Cun / +6 Con Changes resistances: +6% physical / +5% arcane / +3% cold Life regen: +0.40 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Xerama the Blazerebel (43.5-60.9 power, 6 apr) Xerama the Blazerebel (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 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 crit: * splashes the target with acid Damage (Melee): +10 acid / +8 arcane Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +4 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% physical Stamina when hit: +1.00 Sharp, long, and deadly. |
| Around waist | insulating rough leather belt of resilience insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Maximum life: +33.00 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 29.5-41.3 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 29.5-41.3 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 29.5 - 41.3 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+6 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Elyba (1 def, 0 armour) Elyba (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Con Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dronarigorn (4 def, 9 armour) Dronarigorn (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Cun / +4 Wil Physical save: +20 (+6 eff.) Mental save: +13 (+6 eff.) Stamina each turn: +0.80 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (202.00 temporal damage, removed from time 4 turns) Rune of the Rift (202.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 202.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (132 acid damage; dur 5; apply 32) acid wave rune of the duelist (132 acid damage; dur 5; apply 32)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 131.67 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 32. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (99 acid damage; dur 5; apply 34) acid wave rune of the sneak (99 acid damage; dur 5; apply 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 99.41 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 34. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (91 cold damage; 38 apply power) biting gale rune of the titan (91 cold damage; 38 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 91.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 38. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (187 fire damage) heat beam rune of the sneak (187 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 187.26 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 384 for 4 turns) shielding rune of the warrior (absorb 384 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 117) teleportation rune of the wizard (range 117)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Getochak the copper amulet Getochak the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind / +2% physical Blindness immunity: +15% Confusion immunity: +23% See invisible: +6 Amulets can have magical properties. |
Isluldaldama IsluldaldamaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Talent mastery: +0.14 Celestial / Chants Blindness immunity: +15% Cut immunity: +5% Confusion immunity: +10% Amulets can have magical properties. |
Morningpride MorningprideInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +22% mind / +3% light Changes resistances penetration: +20% mind Changes damage: +9% light Confusion immunity: +25% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Wildthorn the stralite amuletWildthorn the stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +12% lightning / +6% cold / +9% darkness / +6% fire Talent mastery: +0.34 Celestial / Sun Spell save: +3 (+1 eff.) Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
copper amulet of mastery (0.12 Technique / Combat veteran) copper amulet of mastery (0.12 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Technique / Combat veteran Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold / +10% fire Amulets can have magical properties. |
insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +12% fire Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.20 Amulets can have magical properties. |
steel amulet 'Cloudwend' steel amulet 'Cloudwend'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 darkness Changes stats: +3 Wil Changes resistances: +9% lightning Changes damage: +3% lightning Amulets can have magical properties. |
steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
Belydontir the steel ring Belydontir the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Ranged Defense: +4 (+3 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +2 Cun Changes resistances: +6% light / +1% physical Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Bethath the copper ring Bethath the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +9% mind Changes resistances penetration: +5% arcane Mindpower: +6 (+4 eff.) Rings can have magical properties. |
Dairurab DairurabInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +5 Wil Changes resistances: +3% blight / +3% temporal Mental save: +8 (+4 eff.) Rings can have magical properties. |
Glarewill the copper ring Glarewill the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 light Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
Thunderbone ThunderboneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% lightning / +32% cold Changes resistances penetration: +10% lightning Changes damage: +9% light / +16% cold Rings can have magical properties. |
Voragara VoragaraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +2 Wil Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +10 (+4 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+4 eff.) Rings can have magical properties. |
Zubolrada ZubolradaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Changes stats: +4 Dex Changes resistances: +6% lightning Cut immunity: +5% Silence immunity: +5% Knockback immunity: +10% Rings can have magical properties. |
copper ring 'Bethuyalle' copper ring 'Bethuyalle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Grants telepathy: Dragon Humanoid/Orc Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +24% Stamina each turn: +0.40 Maximum life: +22.00 Infravision radius: +2 Rings can have magical properties. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
psionicist's gold ring of perseverance psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
savior's steel ring of fire (+22%) savior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
steel ring 'Nakhad' steel ring 'Nakhad'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Reduces incoming crit damage: 5.00% Physical save: +33 (+11 eff.) Spell save: +35 (+12 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -60.00 life Rings can have magical properties. |
steel ring of arcana(+0.10/turn) steel ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +23% Mana each turn: +0.10 Rings can have magical properties. |
steel ring of light (+22%) steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
warrior's gold ring of light (+24%) warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
warrior's steel ring of light (+22%) warrior's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Elenitar the DawnwardenElenitar the Dawnwarden Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to blind When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% light / +16% physical Changes damage: +6% nature / +18% physical Light radius: +1 Longbows are used to shoot arrows at your foes. |
Ebonybloom the dwarven-steel mace (33.5-46.9 power, 4 apr) Ebonybloom the dwarven-steel mace (33.5-46.9 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Defense: +9 (+6 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes resistances penetration: +10% mind / +5% darkness Critical mult.: +15.00% Disarm immunity: +33% Blunt and deadly. |
Relgathel (45.5-63.7 power, 6 apr) Relgathel (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 light / +18 cold Damage against: +16% Undead When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +3% lightning Changes resistances penetration: +12% physical Critical mult.: +6.00% Maximum encumbrance: +20 Disarm immunity: +14% Pinning immunity: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Nimbusrazor the hardened leather slingNimbusrazor the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to daze Burst (radius 1) on hit: +2 lightning When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +15% physical Changes damage: +17% physical / +15% fire Slings are used to hurl stones or metal shots at your foes. |
Boruganeg the Duathelsin (1 def, 0 armour) Boruganeg the Duathelsin (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Wil / +2 Mag Changes damage: +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+6 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+6 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 30% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Dazzlesmash (0 def, 4 armour) Dazzlesmash (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 light Changes stats: +3 Cun / +3 Dex Changes resistances: +13% mind / +5% cold Changes resistances penetration: +5% light Changes damage: +12% light Allows you to breathe in: water Mental save: +17 (+8 eff.) Confusion immunity: +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dimpyre the dwarven-steel helm (0 def, 4 armour) Dimpyre the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% darkness / +5% arcane / +9% nature Changes damage: +9% darkness Spell save: +6 (+2 eff.) Maximum life: +66.00 Healing mod.: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerith (0 def, 3 armour) Nerith (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con Changes resistances penetration: +10% mind Light radius: +1 Infravision radius: +1 See invisible: +15 A cap made of leather. |
Salubeth (0 def, 1 armour) Salubeth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances penetration: +10% mind Changes damage: +3% mind Mindpower: +2 (+2 eff.) A cap made of leather. |
Shinelord (0 def, 1 armour) Shinelord (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Changes resistances: +3% fire Changes resistances penetration: +5% light / +5% fire Physical save: +10 (+3 eff.) A cap made of leather. |
Xanywyn the Eclipsespar (0 def, 3 armour) Xanywyn the Eclipsespar (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Gunedor' (0 def, 4 armour) dwarven-steel helm 'Gunedor' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +7 Con Changes resistances: +2% physical Maximum encumbrance: +30 Physical save: +3 (+1 eff.) 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. Aradheyawe the Dazzlebone (4 def, 7 armour)Aradheyawe the Dazzlebone (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+3 eff.) Fatigue: +8% Changes resistances: +6% acid Changes resistances penetration: +10% light Life regen: +5.20 Stamina each turn: +2.10 Light radius: +3 A suit of armour made of leather. |
dwarven-steel shield 'Radiancestriker' (8 def, 8 armour, 28.5-34.2 power, 115.5 block) dwarven-steel shield 'Radiancestriker' (8 def, 8 armour, 28.5-34.2 power, 115.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +116 On weapon hit: * 20% chance to blind Damage (Melee): +4 light Burst (radius 2) on crit: +15 light / +25 darkness When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +5 Con Changes resistances: +13% temporal / +12% light / +8% darkness Talent granted: +3 Block Physical save: +7 (+2 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
icy dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 32-38.4 power, 82.5 block) icy dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 32-38.4 power, 82.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +8 (+5 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 13 ice Changes resistances: +15% lightning Talent granted: +3 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. |
418 alchemist agate 418 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. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 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. |
4 opal 4 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gith the Shinebrawn Gith the ShinebrawnInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +9% blight Changes resistances penetration: +10% light Changes damage: +3% light Maximum life: +48.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
preserving alchemist's lamp of focus preserving alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil / +3 Con Changes resistances: +8% blight Changes damage: +5% mind Life regen: +1.90 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 garnet 3 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
iron torque of kinetic psionic shield [power 23] (25/20 cooldown) iron torque of kinetic psionic shield [power 23] (25/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 25] (25/20 cooldown) iron torque of thermal psionic shield [power 25] (25/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Cyryda' [power 149] (25/6 cooldown) steel torque of mindblast 'Cyryda' [power 149] (25/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Fatigue: -6% Life regen: +0.20 Only die when reaching: -40.00 life It can be used to fire a blast of psionic energies in a range 6 beam dealing 74.50 to 149.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Airstake [power 2] (25/10 cooldown) Airstake [power 2] (25/10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Mana each turn: +0.12 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Ularath' [power 28] (25/20 cooldown) ash totem of thorny skin 'Ularath' [power 28] (25/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +10.00% Spell save: +6 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 200% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Xalaith' [power 100] (25/33 cooldown) elm totem of healing 'Xalaith' [power 100] (25/33 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical save: +20 (+6 eff.) Spell save: +25 (+9 eff.) Disease immunity: +15% It can be used to heal a target within range 6 (based on Willpower) for 100, putting all charms on cooldown for 33 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
Pitchhue [power 193] (25/14 cooldown) Pitchhue [power 193] (25/14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% darkness Changes damage: +12% darkness Talent granted: +2 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 210 fire damage overall), putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of clairvoyance [power 10] (25/6 cooldown) defiled ash wand of clairvoyance [power 10] (25/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +6.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 79] (25/8 cooldown) quick elm wand of conjuration [power 79] (25/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 40 to 79, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
11 citrine 11 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. |
14 zircon 14 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Velunn the Ghoul Sun Paladin level 27
10th Allure 123rd year of Ascendancy at 22:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Velunn the Ghoul Sun Paladin level 16
54th Dusk 122nd year of Ascendancy at 01:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Velunn the Ghoul Sun Paladin level 20
18th Haze 122nd year of Ascendancy at 07:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Velunn the Ghoul Sun Paladin level 18
78th Dusk 122nd year of Ascendancy at 13:59 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Velunn the Ghoul Sun Paladin level 30
19th Regrowth 123rd year of Ascendancy at 07:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Velunn the Ghoul Sun Paladin level 10
9th Dusk 122nd year of Ascendancy at 21:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Velunn the Ghoul Sun Paladin level 20
17th Haze 122nd year of Ascendancy at 04:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Velunn the Ghoul Sun Paladin level 30
18th Regrowth 123rd year of Ascendancy at 23:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Velunn the Ghoul Sun Paladin level 17
71st Dusk 122nd year of Ascendancy at 01:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Velunn the Ghoul Sun Paladin level 20
18th Haze 122nd year of Ascendancy at 14:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Velunn the Ghoul Sun Paladin level 5
6th Flare 122nd year of Ascendancy at 16:38 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Velunn the Ghoul Sun Paladin level 27
5th Decay 122nd year of Ascendancy at 23:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Velunn the Ghoul Sun Paladin level 12
15th Dusk 122nd year of Ascendancy at 17:03 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Velunn the Ghoul Sun Paladin level 26
5th Decay 122nd year of Ascendancy at 04:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Velunn the Ghoul Sun Paladin level 29
9th Regrowth 123rd year of Ascendancy at 04:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Velunn the Ghoul Sun Paladin level 16
54th Dusk 122nd year of Ascendancy at 01:08 see stats
Log
Velunn casts Barrier.
A shield forms around Velunn.
Barrier is still on cooldown for 15 turns.
Barrier is still on cooldown for 15 turns.
Velunn stops being poisoned.
Velunn speeds up.
Insidious Poison from Ce'Netta the hummerhorn hits Velunn for (28 absorbed), 0 nature (0 total damage).
Velunn is poisoned!
Ce'Netta the hummerhorn uses Acidbeam.
Ce'Netta the hummerhorn's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Velunn crumbles.
Ce'Netta the hummerhorn hits Velunn for (250 absorbed), 140 acid (140 total damage).
Velunn receives 6 healing from Shield of Light.
Talent Rune: Teleportation is ready to use.
Insidious Poison from Ce'Netta the hummerhorn hits Velunn for 28 nature damage.
Poison from Ce'Netta the hummerhorn hits Velunn for 41 nature damage.
Shield of Light hits Velunn for 6 healing, 6 healing (0 total damage) [13 healing].
Velunn casts Bathe in Light.
Bathe in Light is still on cooldown for 15 turns.
A shield forms around Velunn.
Velunn receives 14 healing from Velunn's healing light area effect.
Ce'Netta the hummerhorn uses Acid Splash.
Your shield crumbles under the damage!
The shield around Velunn crumbles.
Ce'Netta the hummerhorn hits Velunn for (14 absorbed), 181 acid (181 total damage).
Velunn receives 8 healing from Shield of Light.
Saving game...
