Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 44 / 50% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 75 (base 60) |
Constitution | 64 (base 60) |
Magic | 60 (base 60) |
Willpower | 67 (base 60) |
Cunning | 66 (base 60) |
Resources
Life | 5812/5812 |
Stamina | 566/566 |
Equilibrium | 0 |
Healing Factor | 1.1361538461538 |
Regeneration | 174.74100037605 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 69.538504781473 |
See Invisible | 69.538504781473 |
Offense: Mainhand
Damage | 142 |
Accuracy | 79 |
Crit Chance | 83% |
APR | 24 |
Speed | 0.90 |
Offense: Spell
Spellpower | 33.5 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 62% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 75.584537089062 (87.241379310345%) |
Defense | 45 |
Ranged Defense | 47 |
Fatigue | 21 |
Physical Save | 50 |
Spell Save | 70 |
Mental Save | 38 |
Defense: Resistances
All | + 15%( 78%) |
Defense: Immunities
Stun Resistance | 32% |
Bleed Resistance | 5% |
Instadeath Resistance | 100% |
Stoning Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 15% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
beneficial effect | The target is in a zone of necrotic air, granting -40% healing mod. Undead creatures also get +15% to all resistances. Necrotic Air |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
beneficial effect | Infinite Dungeon Challenge: Multiplicity (Level 32) Challenge |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 10% of the way to your next Rank. You have killed: 100 Uniques 23 Bosses 16 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: Random Artifact: Glirin (6 def, 2 armour, 38.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 32)Turns left: 0 | active |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 11)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: Random Artifact: Dagoreneg (3 def, 2 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 6)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 26)Turns left: -1 | failed |
Leave the level in less than 285 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (285) (Level 13)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | copper ring 'Voreldathra' copper ring 'Voreldathra'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +10% arcane Stun/Freeze immunity: +22% Life regen: +1.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Rings can have magical properties. |
Around neck | Emybremira EmybremiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +16 Defense: +14 (+5 eff.) Changes stats: +10 Str / +10 Dex / +7 Wil / +4 Con Changes resistances: +2% physical Changes resistances cap: +8% all Changes resistances penetration: +5% blight Physical save: +40 (+12 eff.) Life regen: +1.80 Maximum life: +97.00 Amulets can have magical properties. |
In main hand | Zubilaith (35.5-56.8 power, 2 apr) Zubilaith (35.5-56.8 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +5 Dex Changes resistances: +3% blight / +3% nature / +9% mind Reduces incoming crit damage: 15.00% Spell save: +20 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +10% Massive two-handed swords. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Cloak | Nerikira (13 def, 2 armour) Nerikira (13 def, 2 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +13 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -3% Changes stats: +2 Cun Changes resistances: +12% darkness Changes resistances penetration: +7% darkness Changes damage: +6% darkness Stealth bonus: +7 Physical save: +5 (+2 eff.) Blindness immunity: +15% Poison immunity: +10% Cut immunity: +5% Equilibrium when hit: +0.12 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gorelegar the Prismbringer (5 def, 14 armour) Gorelegar the Prismbringer (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Changes resistances: +11% acid / +35% cold / +6% light / +20% lightning Changes resistances penetration: +15% lightning / +10% light Changes damage: +9% lightning Allows you to breathe in: water Spell save: +30 (+7 eff.) Life regen: +2.80 Maximum life: +76.00 Healing mod.: +19% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Kystir the steel amulet Kystir the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +1 Con Changes resistances: +6% physical / +11% light / +12% darkness Changes resistances penetration: +10% arcane Blindness immunity: +26% Stamina each turn: +0.20 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. conjurer's stralite ring of powerconjurer's stralite ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +23 (+3 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
steel ring 'Bethyriwe' steel ring 'Bethyriwe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +14 Changes stats: +6 Str Changes resistances: +26% darkness Changes damage: +13% darkness Reduces incoming crit damage: 15.00% Physical save: +30 (+10 eff.) Silence immunity: +27% Disarm immunity: +5% Mana each turn: +0.18 Rings can have magical properties. |
Emelovena (71-106.5 power, 3 apr) Emelovena (71-106.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 23% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +12 arcane When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +13.0% Effects on melee hit: * 10% chance to disease Changes stats: +7 Str / +2 Wil Changes resistances penetration: +5% acid Changes damage: +3% arcane / +19% physical Stamina when hit: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of corruption (43-64.5 power, 3 apr)stralite battleaxe of corruption (43-64.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of vileness (43-64.5 power, 3 apr)stralite battleaxe of vileness (43-64.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 17% chance to disease Damage (Melee): +7 blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic stralite dagger (29-37.7 power, 9 apr)acidic stralite dagger (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing stralite dagger of vileness (27.5-35.75 power, 9 apr)arcing stralite dagger of vileness (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +15 blight / +8 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of crippling (20-26 power, 7 apr)dwarven-steel dagger of crippling (20-26 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
Emuldathra the Voidfame (20-30 power, 1 apr) Emuldathra the Voidfame (20-30 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 12% chance to corrode armour by 30% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +9 Changes resistances: +3% darkness Changes resistances penetration: +10% acid / +9% physical / +15% fire Changes damage: +3% darkness / +9% physical Life regen: +1.12 Massive two-handed mauls. |
Glimmerravager (18-27 power, 1 apr) Glimmerravager (18-27 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +1 Wil Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Light radius: +1 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Sunshine (49-78.4 power, 2 apr) Sunshine (49-78.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +10 lightning / +13 light Damage against: +20% Undead When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +15% light Grants telepathy: Dragon Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +14 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Xerydath (63.5-101.6 power, 3 apr)Xerydath (63.5-101.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) * 37% chance to cause random gloom * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Melee): +12 arcane / +30 mind Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 arcane When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances penetration: +5% arcane / +10% blight Massive two-handed swords. |
iron greatsword (13.5-21.6 power, 1 apr) iron greatsword (13.5-21.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Deepswilter (10-11 power, 24 apr, nature damage)Deepswilter (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +4 darkness / +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 10 physical / 7 mind / 7 darkness Changes stats: +5 Cun Changes resistances: +3% mind / +12% physical Changes resistances penetration: +14% physical Changes damage: +34% lightning / +13% physical / +12% darkness / +27% fire / +5% mind / +27% cold Talent masteries: +0.30 Psionic / Focus +0.40 Psionic / Projection Critical mult.: +14.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Ravenwinter (25-30 power, 5 apr, darkness element)Ravenwinter (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 darkness When wielded/worn: Physical crit. chance: +13.0% Defense: +34 (+11 eff.) Effects on melee hit: * 32% chance to blind * 15% chance to inflict 15% damage reduction Damage (Melee): 10 % chance of confusion Changes stats: +3 Str / +3 Dex / +2 Mag / +1 Wil / +13 Con Changes resistances: +6% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +2.70 Spellpower: +37 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +2 Healing mod.: +52% Damage Shield penetration: +38% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.10 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew starstaff of wizardry (20-24 power, 4 apr, darkness element)shimmering yew starstaff of wizardry (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +76.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming stralite waraxe of massacre (44-61.6 power, 5 apr)flaming stralite waraxe of massacre (44-61.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire One-handed war axes. |
enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Mag / +1 Wil Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. stormwoven cashmere robe of power (2 def, 0 armour)stormwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +5% lightning / +7% cold Changes damage: +9% lightning / +11% physical / +10% cold / +10% all Spellpower: +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of drakeskin leather boots of uncanny dodging (2 def, 5 armour) grounding pair of drakeskin leather boots of uncanny dodging (2 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
pair of hardened leather boots 'Earubers' (19 def, 3 armour) pair of hardened leather boots 'Earubers' (19 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+6 eff.) Fatigue: -4% Changes stats: +3 Str / +5 Wil / +4 Con Changes resistances: +6% fire Changes resistances penetration: +8% physical Maximum encumbrance: +33 Physical save: +11 (+4 eff.) Disarm immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +10% Only die when reaching: -83.00 life Spellpower: +5 (+0 eff.) Mindpower: +6 (+2 eff.) Movement speed: +20% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Strikewinnow' (23 def, 14 armour)pair of voratun boots 'Strikewinnow' (23 def, 14 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +14 Defense: +23 (+8 eff.) Fatigue: +4% Damage when hit (Melee): 8 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +30% lightning / +18% temporal Changes damage: +12% lightning / +9% temporal Mana each turn: +0.59 Maximum mana: +48.00 Spell crit. chance: +4% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Zubelaith (4 def, 7 armour)Zubelaith (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 light / 18 physical Changes stats: +15 Cun / +20 Wil Changes resistances: +9% physical / +27% darkness / +26% blight / +5% arcane / +6% temporal Physical save: +21 (+7 eff.) Spell save: +13 (+3 eff.) Mental save: +63 (+21 eff.) Maximum hate: +8.00 Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of natural resilience (4 def, 7 armour)reinforced leather armour of natural resilience (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +14% nature / +14% blight Reduced damage from: +8% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of temporal resistance (2 def, 4 armour)spiked cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +15% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of clarity (4 def, 7 armour)troll-hide reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +7% mind Mental save: +14 (+5 eff.) Life regen: +6.30 Maximum life: +34.00 Healing mod.: +10% A suit of armour made of leather. |
rejuvenating iron plate armour of lightning resistance (3 def, 7 armour) rejuvenating iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +15% lightning Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Titanic (20 def, 18 armour, 320 block)Titanic (20 def, 18 armour, 320 block) Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level. icy steel shield (6 def, 2 armour, 40.5 block)icy steel shield (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Talent granted: +2 Block Handheld deflection devices. |
4 agate 4 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. |
791 alchemist agate 791 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 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. EremumasEremumas Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +8 Cun Grants telepathy: Dragon Mental save: +26 (+9 eff.) Equilibrium when hit: +0.08 Maximum life: +123.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. elven-wood wand of firewall 'Nightbringer' [power 205] (4 cooldown)elven-wood wand of firewall 'Nightbringer' [power 205] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Changes damage: +6% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Maximum vim: +16.00 Mindpower: +2 (+1 eff.) It can be used to creates a wall of flames lasting 4 turns (dealing 205 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 6 positive energy. 100% chance to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 citrine 7 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. |
4 zircon 4 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 Zakusu the Cornac Berserker level 16
3rd Mirth 122nd year of Ascendancy at 16:58 see stats
By Zakusu the Cornac Berserker level 39
11st Dusk 122nd year of Ascendancy at 11:12 see stats
By Zakusu the Cornac Berserker level 33
2nd Dusk 122nd year of Ascendancy at 12:28 see stats
By Zakusu the Cornac Berserker level 22
1st Flare 122nd year of Ascendancy at 01:18 see stats
By Zakusu the Cornac Berserker level 20
1st Summertide 122nd year of Ascendancy at 12:11 see stats
By Zakusu the Cornac Berserker level 32
8th Flare 122nd year of Ascendancy at 03:29 see stats
By Zakusu the Cornac Berserker level 41
14th Dusk 122nd year of Ascendancy at 20:47 see stats
By Zakusu the Cornac Berserker level 10
78th Pyre 122nd year of Ascendancy at 02:22 see stats
By Zakusu the Cornac Berserker level 20
1st Summertide 122nd year of Ascendancy at 09:06 see stats
By Zakusu the Cornac Berserker level 30
5th Flare 122nd year of Ascendancy at 05:49 see stats
By Zakusu the Cornac Berserker level 40
13rd Dusk 122nd year of Ascendancy at 04:28 see stats
By Zakusu the Cornac Berserker level 38
10th Dusk 122nd year of Ascendancy at 01:24 see stats
By Zakusu the Cornac Berserker level 38
10th Dusk 122nd year of Ascendancy at 09:21 see stats
By Zakusu the Cornac Berserker level 22
1st Flare 122nd year of Ascendancy at 07:28 see stats
By Zakusu the Cornac Berserker level 16
3rd Mirth 122nd year of Ascendancy at 03:32 see stats
Log
Zakusu picks up (t.): stormwoven cashmere robe of power (2 def, 0 armour).
Zakusu picks up (i.): dwarven-steel dagger of crippling (20-26 power, 7 apr).
Zakusu picks up (i.): arcing stralite dagger of vileness (27.5-35.75 power, 9 apr).
Talent Stunning Blow is ready to use.
Rush is still on cooldown for 12 turns.
Zakusu is no longer attuned.
Zakusu performs a melee critical strike against Arutta the losgoroth!
Zakusu attunes to the damage.
Zakusu is invigorated by the attack!
Zakusu hits Arutta the losgoroth for 345 physical damage.
Arutta the losgoroth hits Zakusu for 12 arcane damage.
Zakusu killed Arutta the losgoroth!
Berserker Rage's rage subsides!
Resting starts...
Zakusu is no longer attuned.
Talent Rush is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Zakusu no longer revels in blood quite so much.
Zakusu deactivates Berserker Rage.