Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 16 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Aranne the gloomy wolf at level 9 on the 4th Flare 122nd year of Ascendancy at 11:58 1 / 5Killed by Eilinigavena the rogue at level 14 on the 42nd Dusk 122nd year of Ascendancy at 15:36 Killed by Eilinigavena the rogue at level 14 on the 42nd Dusk 122nd year of Ascendancy at 17:04 Killed by Gloroda the honey tree at level 16 on the 18th Haze 122nd year of Ascendancy at 20:25 Killed by Raum at level 16 on the 19th Haze 122nd year of Ascendancy at 00:00 |
Primary Stats
| Strength | 58 (base 42) |
| Dexterity | 13 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 37 (base 32) |
| Willpower | 16 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | 421/421 |
| Mana | 220/220 |
| Stamina | 175/175 |
| Vim | 168/168 |
| Healing Factor | 1 |
| Regeneration | 2.05 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 32 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.1 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 20.025 |
| Ranged Defense | 21.525 |
| Fatigue | 0 |
| Physical Save | 37.175 |
| Spell Save | 22.775 |
| Mental Save | 12.6 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Teleport Resistance | 5% |
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 159 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 168 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
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 successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Scorchguile' brass lantern 'Scorchguile'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +3% fire Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Yviritha the iron helm (0 def, 3 armour) Yviritha the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances penetration: +5% mind Critical mult.: +3.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Earenik the elm totem of thorny skin [power 17] (20 cooldown) Earenik the elm totem of thorny skin [power 17] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes resistances penetration: +10% physical Teleport immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Dairodor DairodorCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +8 Fatigue: -4% Changes stats: +9 Str / +6 Con Changes resistances: +3% temporal Critical mult.: +6.00% Stun/Freeze immunity: +24% Life regen: +1.80 Rings can have magical properties. |
| On fingers | Starparry the steel ring Starparry the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -4% Changes stats: +4 Str / +2 Mag / +5 Con Changes resistances: +5% arcane Maximum encumbrance: +20 Spell save: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Gorerand' rough leather belt 'Gorerand'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Physical save: +6 (+3 eff.) Maximum stamina: +15.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
| In main hand | steel battleaxe 'Eilinama' (30.5-45.75 power, 2 apr) steel battleaxe 'Eilinama' (30.5-45.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom Damage (Melee): +7 mind / +13 cold When wielded/worn: Changes stats: +1 Mag / +3 Wil / +5 Cun Spell save: +3 (+2 eff.) Spellpower: +4 (+2 eff.) Spell crit. chance: +1% Massive two-handed battleaxes. |
| On hands | Zuburirada the rough leather gloves (0 def, 7 armour) Zuburirada the rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +2 (+0 eff.) Armour: +7 Damage (Melee): 6 physical Changes resistances: +2% physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.88 to 95.63 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Rhorandil (7 def, 0 armour) Rhorandil (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Maximum encumbrance: +10 Physical save: +15 (+6 eff.) Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 60)healing infusion of the duelist (heal 60) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 159) healing infusion of the warrior (heal 159)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 129 over 5 turns)regeneration infusion (heal 129 over 5 turns) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 129 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 257 over 5 turns) regeneration infusion of the warrior (heal 257 over 5 turns)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 369 over 5 turns) regeneration infusion of the wizard (heal 369 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 10; power 28; dur 4)phase door rune of the wizard (range 10; power 28; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 50 for 4 turns)shielding rune (absorb 50 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: 20 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 50 damage for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 8; dur 14; see animal)vision rune (radius 8; dur 14; see animal) 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: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 13) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal around. 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the psychic (radius 12; dur 16; see demon)vision rune of the psychic (radius 12; dur 16; see demon) 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: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 14) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any demon around. Its effects scale with your Willpower 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Huraldir' copper amulet 'Huraldir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Mag Changes resistances: +5% physical Stamina each turn: +0.40 Amulets can have magical properties. |
Hettylathafang the copper ring Hettylathafang the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +24% nature / +9% acid Changes damage: +12% nature Disease immunity: +5% Only die when reaching: -40.00 life Rings can have magical properties. |
Neryta the copper ring Neryta the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Stun/Freeze immunity: +21% Life regen: +0.80 Maximum psi: +10.00 Rings can have magical properties. |
Ragylen the Sparkripper Ragylen the SparkripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +5% lightning / +10% acid Changes damage: +9% acid Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +29% Maximum life: +28.00 Rings can have magical properties. |
copper ring 'Bethowyn' copper ring 'Bethowyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +3% lightning / +6% temporal Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 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: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of erosion (13-16.9 power, 6 apr)balanced steel dagger of erosion (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature / +4 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of projection (13.5-17.55 power, 6 apr)insidious steel dagger of projection (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 mind / +8 insidious poison It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
steel greatmaul 'Yvyganor' (27-40.5 power, 2 apr) steel greatmaul 'Yvyganor' (27-40.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 darkness / +7 temporal / +7 nature / +9 light Damage against: +13% Undead / +9% Living When wielded/worn: Armour: +4 Changes resistances penetration: +10% arcane Knockback immunity: +5% Massive two-handed mauls. |
steel greatsword 'Elenudan' (23.5-37.6 power, 2 apr) steel greatsword 'Elenudan' (23.5-37.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +9 mind Burst (radius 1) on hit: +4 acid / +22 fire When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +3% acid Spell save: +9 (+4 eff.) Maximum vim: +30.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (15-18 power, 3 apr, arcane element)cruel ash magestaff of illumination (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 50.99 light damage. Staves designed for wielders of magic, by the greats of the art. |
Baneg BanegPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 blight Changes stats: +1 Cun Maximum encumbrance: +24 Hate when firing a critical mind attack: +1.00 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Emeleramina' rough leather belt 'Emeleramina'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% darkness Life regen: +0.40 Healing mod.: +5% It can be used to create a temporary shield that absorbs 188 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 A belt that goes around your waist. |
Dimquake the linen cloak (1 def, 0 armour) Dimquake the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 darkness Changes stats: +2 Str / +1 Con Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (8 def, 0 armour) enveloping linen cloak of protection (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aryrelaith (0 def, 3 armour) Aryrelaith (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil / +3 Con Changes resistances: +3% acid / +2% physical / +3% cold Changes resistances penetration: +6% physical Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Durosagen the Blindrend (0 def, 1 armour) Durosagen the Blindrend (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% lightning / +6% darkness / +3% light Stamina each turn: +0.30 Maximum stamina: +14.00 A pair of boots made of leather. |
Elalranne the Kindlesin (0 def, 1 armour) Elalranne the Kindlesin (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes damage: +6% arcane Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +21% Vim when firing critical spell: +3.00 Light radius: +1 A pair of boots made of leather. |
Strikemaster (0 def, 3 armour) Strikemaster (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +6% mind Changes damage: +9% lightning Maximum encumbrance: +23 Physical save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Heatmonster (0 def, 1 armour) Heatmonster (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes resistances: +3% nature / +3% light Physical save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Shimmergrit (2 def, 1 armour) Shimmergrit (2 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Silence immunity: +10% Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour) corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Dex Changes resistances: +5% acid Changes damage: +4% acid Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of magic (+3) (0 def, 1 armour)iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets (0 def, 1 armour)naturalist's iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +5% nature Changes damage: +4% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Camozor the iron helm (2 def, 7 armour) Camozor the iron helm (2 def, 7 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Silence immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.67 to 71.01 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Cloudmarrow the rough leather cap (0 def, 1 armour) Cloudmarrow the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze Changes resistances: +5% cold Changes resistances penetration: +10% lightning Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Strikemoon (0 def, 3 armour)Strikemoon (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% physical Changes resistances penetration: +10% lightning Stamina when hit: +1.00 Equilibrium when hit: +0.70 Healing mod.: +5% 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. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of trickery (0 def, 3 armour) iron helm of trickery (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% Changes stats: +2 Cun / +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Veloma' (0 def, 1 armour) rough leather cap 'Veloma' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +7% cold Changes damage: +3% physical Allows you to breathe in: water Stamina each turn: +0.40 Only die when reaching: -20.00 life Maximum life: +30.00 A cap made of leather. |
Mirazor (2 def, 6 armour) Mirazor (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +40% lightning / +20% cold / +6% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of resilience (3 def, 6 armour)cleansing hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +12% nature / +12% blight Maximum life: +20.00 A suit of armour made of leather. |
Isliyata (4 def, 11 armour) Isliyata (4 def, 11 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 mind Changes resistances: +6% acid / +7% cold / +18% lightning Grants telepathy: Humanoid/Orc Allows you to breathe in: water Maximum life: +25.00 A suit of armour made of metal plates. |
Zubomira (3 def, 7 armour) Zubomira (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 8 blight Changes resistances: +6% physical Changes resistances penetration: +5% arcane Physical save: +12 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked steel plate armour of spell shielding (4 def, 9 armour)spiked steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Bogquick (8 def, 2 armour, 82.5 block)Bogquick (8 def, 2 armour, 82.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 lightning Damage when hit (Melee): 11 lightning Changes resistances: +3% nature Talent granted: +3 Block Mental save: +3 (+3 eff.) Maximum life: +42.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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. |
482 alchemist agate 482 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Spiderhunt' (dig speed 30 turns) iron pickaxe 'Spiderhunt' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +1 Str / +1 Dex Changes resistances: +3% nature Changes damage: +6% light Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galarin the brass lantern Galarin the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% acid Mental save: +5 (+5 eff.) Poison immunity: +10% Disarm immunity: +5% Light radius: +2 See stealth: +6 See invisible: +7 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.20 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. scorching brass lantern of healthscorching brass lantern of health Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Maximum life: +42.00 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
Deleran [power 61] (8 cooldown) Deleran [power 61] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% cold Mental save: +6 (+6 eff.) Stun/Freeze immunity: +5% It can be used to fire a bolt of a random element with (base) damage 30 to 61, 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. |
5 ametrine 5 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Raum the Shalore Doombringer level 12
22nd Dusk 122nd year of Ascendancy at 03:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Raum the Shalore Doombringer level 14
50th Dusk 122nd year of Ascendancy at 05:37 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Raum the Shalore Doombringer level 6
79th Pyre 122nd year of Ascendancy at 11:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Raum the Shalore Doombringer level 10
2nd Dusk 122nd year of Ascendancy at 00:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Raum the Shalore Doombringer level 9
7th Flare 122nd year of Ascendancy at 10:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Raum the Shalore Doombringer level 9
9th Flare 122nd year of Ascendancy at 00:18 see stats
Log
Gloroda the honey tree's creeping dark hits Raum for (26 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Raum crumbles.
Shadow hits Raum for (30 absorbed), 27 physical (27 total damage).
Raum hits Shadow for 148 arcane, , 7 mind, 14 cold, 5 physical (175 total damage).
Raum killed Shadow!
Raum was blasted back 1 spaces!
Raum is dazed!
Raum is not dazed anymore.
Raum is dazed!
Something strikes Raum in the darkness (+20% damage).
Something hits Raum for 154 physical, 154 physical (309 total damage).
Raum the level 16 shalore doombringer was hacked apart to death by Gloroda the honey tree on level 2 of Old Forest.
You have 1 life(s) left.
Raum is no longer in despair
Raum is not dazed anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Raum!
Saving done.
Talent Incinerating Blows is ready to use.
Talent Burning Sacrifice is ready to use.
Talent Rune: Shielding is ready to use.
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving game...
