Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Shadow Veil Challenge 1.7.6Gives all player characters a talent similar to Shadow Veil, and disallows player characters from using all other activated talents. Sustained and passive talents are not restricted. Some classes are much easier to win this way than others. Weight: 79652 Changelog1.0.0: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Light |
Mode | Insane Roguelike |
Sex | Male |
Race | Colossus |
Class | Primitive |
Level / Exp | 33 / 50% |
Size | gargantuan |
Lifes / Deaths | Killed by Xerimina the dredge at level 33 on the 4th Profit 122nd year of Ascendancy at 19:28 / 1 |
Primary Stats
Strength | 165 (base 60) |
Dexterity | 118 (base 60) |
Constitution | 110 (base 23) |
Magic | 30 (base 10) |
Willpower | 44 (base 10) |
Cunning | 50 (base 10) |
Resources
Life | -311/1981 |
Equilibrium | 20 |
Psi | 124/134 |
Healing Factor | 2.5 |
Regeneration | 206.92661221896 |
Speed
Mental | +20.472240209206% |
Attack | 0% |
Movement | +12.783646509902% |
Spell | 0% |
Global | +134.02863780958% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 13 |
See Stealth | 33.595095619122 |
See Invisible | 39.595095619122 |
Offense: Mainhand
Damage | 244 |
Accuracy | 79 |
Crit Chance | 63% |
APR | 54 |
Speed | 0.83 |
Offense: Offhand
Damage | 93 |
Accuracy | 79 |
Crit Chance | 45% |
APR | 34 |
Speed | 0.83 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +60% |
Arcane | +39% |
Cold | +33% |
All | +30% |
Darkness | +36% |
Light | +66% |
Physical | +57% |
Fire | +42% |
Nature | +39% |
Offense: Damage Penetration
Physical | +27% |
Acid | +26% |
Light | +20% |
Nature | +15% |
Darkness | +30% |
Arcane | +25% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 87.187035896389 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 41 |
Physical Save | 67 |
Spell Save | 33 |
Mental Save | 31 |
Defense: Resistances
Acid | + 15%( 75%) |
Light | + 56%( 75%) |
Nature | + 13%( 75%) |
Darkness | + 68%(105%) |
Fire | + 30%( 75%) |
All | + 6%( 75%) |
Defense: Immunities
Pinning Resistance | 28% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Knockback Resistance | 100% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 100 damage for 5 turns. |
Class Talents
Technique / Primal Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Primal Might | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Basic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Primal Grit | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Colossus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *The source of this power should... exist. Take it, and break free of this fractured place! | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining the Cunning/Scoundrel tree, unlocked. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Psionic/Augmented Mobility tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Wild-gift/Harmony tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
On feet | Unlightzeal (0 def, 3 armour) =DARK PEN= Unlightzeal (0 def, 3 armour) =DARK PEN=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +1 Cun Changes resistances: +3% darkness Changes resistances penetration: +20% darkness / +20% arcane Changes damage: +6% darkness Infravision radius: +1 A pair of boots made of leather. |
Light source | The Hollow Heart The Hollow HeartPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Defense: +24 (+7 eff.) Changes stats: +20 Cun Changes resistances: +60% darkness / -15% all Changes resistances cap: +30% darkness Changes damage: +30% all Damage affinity(heal): +20% darkness Critical mult.: +40.00% Blindness immunity: +100% Only die when reaching: -80.00 life Light radius: -1000 Infravision radius: +12 Ruined, broken. A shell of what could have been. But oh, what a grand ruin it is. The dead emptiness hungers... and it will not be sated easily. |
On head | hardened leather cap 'Blizzarddare' (living) (0 def, 3 armour) hardened leather cap 'Blizzarddare' (living) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 cold Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +7% nature Changes damage: +3% cold Spell save: +4 (+2 eff.) Life regen: +14.00 Maximum life: +57.00 Healing mod.: +31% A cap made of leather. |
On hands | spellstreaming dwarven-steel gauntlets of archery (living) (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of archery (living) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +2 Dex Life regen: +14.00 Mana each turn: +0.13 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Healing mod.: +16% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +4 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Blacktaint the yew wand of lightning storm [power 260] (15 cooldown) =DARK PEN= Blacktaint the yew wand of lightning storm [power 260] (15 cooldown) =DARK PEN=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% arcane / +10% darkness Changes damage: +9% arcane It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (338 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Gain a 17% chance to evade weapon attacks for 2 turns. * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Loamclamor the stralite ring (living) Loamclamor the stralite ring (living)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +5 Str / +6 Mag / +6 Wil / +6 Con Changes resistances: +28% light Changes resistances penetration: +15% nature Changes damage: +12% fire / +14% light / +3% nature Life regen: +14.00 Spellpower: +7 (+4 eff.) Healing mod.: +16% Rings make your fingers look great! |
On fingers | Zubolaith ZubolaithPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Damage (Melee): 26 light Damage (Ranged): 18 light Changes stats: +6 Dex / +6 Mag / +6 Cun / +7 Con Changes damage: +16% light Disarm immunity: +30% Pinning immunity: +28% Knockback immunity: +37% Maximum life: +30.00 See invisible: +6 Rings make your fingers look great! |
Around neck | Camolar (living) Camolar (living)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+4 eff.) Changes stats: +12 Con / +6 Wil Physical save: +8 (+2 eff.) Spell save: +6 (+3 eff.) Life regen: +20.00 Only die when reaching: -20.00 life Maximum life: +59.00 Healing mod.: +16% Amulets make your neck look great! |
In main hand | Eksatin's Ultimatum (weapon of light) (175% power, 25 apr) Eksatin's Ultimatum (weapon of light) (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target Damage (Melee): +15 blinding light Damage (radius 1) on hit: +29 judgement When wielded/worn: Critical mult.: +25.00% Healing mod.: +11% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Around waist | Rope Belt of the Thaloren (living) Rope Belt of the Thaloren (living)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Life regen: +14.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +15% Healing mod.: +16% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Betegata the voratun waraxe (blazing) (151% power, 6 apr) Betegata the voratun waraxe (blazing) (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Pyrokinesis (20% chance level 2). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 53 acid damage (1/turn) Damage (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +26% acid / +15% mind Changes damage: +30% acid Mental save: +9 (+4 eff.) Blindness immunity: +10% Global speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Cloak | Sunbliss (2 def, 0 armour) Sunbliss (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Str / +2 Con Changes resistances: +9% acid Changes resistances penetration: +20% light Changes damage: +6% light / +6% nature Light radius: +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 | Tarrasca (radiant) (0 def, 50 armour) Tarrasca (radiant) (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +8 Mag / +11 Wil / +15 Con Changes resistances: +25% light / +25% fire Physical save: +45 (+11 eff.) Knockback immunity: +100% Light radius: +3 When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Withering Orbs (slagged) Withering Orbs (slagged)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +9 Damage (Melee): 5 mind Damage (Ranged): 5 mind Damage when hit (Melee): 13 fire Changes resistances: +5% physical / +10% fire 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... |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Balebar the Sunravager Balebar the SunravagerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Str / +5 Con Changes resistances: +3% fire Changes resistances penetration: +20% acid Changes damage: +3% fire Rings make your fingers look great! |
Brightserpent BrightserpentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Con Changes resistances: +9% blight / +9% fire Changes resistances penetration: +5% physical Maximum encumbrance: +24 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Brighttide the dwarven-steel greatmaul (151% power, 2 apr) Brighttide the dwarven-steel greatmaul (151% power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+2 eff.) Changes resistances: +5% arcane Changes damage: +18% light Disarm immunity: +35% Mana each turn: +0.04 Spellpower: +5 (+3 eff.) Massive two-handed mauls. |
Berygrim the Glitterwilter (109% power, 1 apr) Berygrim the Glitterwilter (109% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 109% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 26 Damage (Melee): +7 mind When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Cun / +3 Wil Light radius: +1 Massive two-handed swords. |
iron greatsword (107% power, 1 apr) iron greatsword (107% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 107% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
stralite greatsword 'Brenukan' (devouring) (175% power, 3 apr) stralite greatsword 'Brenukan' (devouring) (175% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +12 mind / +50 darkness When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +22 Changes resistances: +6% light Changes resistances penetration: +17% physical / +10% all Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Spell save: +6 (+3 eff.) Combat speed: +10% Massive two-handed swords. |
Blade of Distorted Time (150% power, 40 apr) Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 50 temporal damage and slows enemies in radius 6 of the target by 60% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level. Layuwe the voratun longsword (161% power, 12 apr)Layuwe the voratun longsword (161% power, 12 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Damage (radius 1) on hit: +20 mind When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +10 Changes stats: +5 Str Changes resistances: +5% physical Stamina each turn: +3.00 Maximum stamina: +35.11 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite longsword of projection (140% power, 5 apr)caustic stralite longsword of projection (140% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +37 acid / +29 nature When wielded/worn: Armour penetration: +11 Changes resistances penetration: +15% acid / +18% nature Sharp, long, and deadly. |
dwarven-steel longsword 'Duskedge' (blazing) (129% power, 4 apr) dwarven-steel longsword 'Duskedge' (blazing) (129% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Pyrokinesis (20% chance level 2). On weapon hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): +5 darkness Damage (radius 1) on hit: +4 darkness Damage against: +7% Living When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +10 Defense: +5 (+2 eff.) Changes resistances: +3% darkness Changes resistances penetration: +8% all Disarm immunity: +34% Global speed: +10% Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood starstaff of might (129% power, 5 apr, physical element)magewarrior's short elven-wood starstaff of might (129% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +20 (+10 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of dampening (102% power, 2 apr) iron waraxe of dampening (102% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% acid / +7% lightning / +7% cold / +7% fire / +2% all Spell save: +6 (+3 eff.) One-handed war axes. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 32.21 to 96.63 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather belt 'Ichorhunter' rough leather belt 'Ichorhunter'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Mag / +6 Wil Changes resistances: +9% nature Spell crit. chance: +4% Mental crit. chance: +4% A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 514.28 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Snowrace (0 def, 4 armour) Snowrace (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +3% light / +6% nature Changes resistances penetration: +10% mind Critical mult.: +5.00% Disease immunity: +20% Maximum hate: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex 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. Aeredugar the voratun mail armour (5 def, 29 armour)Aeredugar the voratun mail armour (5 def, 29 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +29 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +12 Con Changes resistances: +12% blight / +29% cold / +6% physical Changes damage: +18% blight / +15% physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Gokhad the stralite mail armour (4 def, 8 armour)Gokhad the stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid / +15% blight / +12% cold / +9% arcane / +9% nature Changes damage: +21% acid / +24% mind Spell save: +22 (+9 eff.) Poison immunity: +23% Disarm immunity: +23% Stun/Freeze immunity: +23% Teleport immunity: +23% Psi when hit: +0.12 A suit of armour made of mail. |
Iron Mail of Bloodletting (living) (2 def, 4 armour) Iron Mail of Bloodletting (living) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +17.00 Healing mod.: +46% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 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. |
Poreda the Dimpyre (0 def, 25 armour) Poreda the Dimpyre (0 def, 25 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Fatigue: +22% Damage when hit (Melee): 2 darkness Changes resistances: +9% acid / +16% physical / +12% cold / +10% lightning / +10% fire Talent cooldown: Rush (-5 turns) Physical save: +17 (+4 eff.) Disarm immunity: +39% Stun/Freeze immunity: +22% Knockback immunity: +32% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +2% A suit of armour made of metal plates. |
steel plate armour 'Haludas' (0 def, 9 armour) steel plate armour 'Haludas' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+4 eff.) Armour: +9 Fatigue: +22% Changes stats: +1 Con Changes resistances: +11% nature / +12% blight Changes damage: +3% physical A suit of armour made of metal plates. |
3 agate 3 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. |
172 alchemist agate 172 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. |
2 onyx 2 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. |
3 aquamarine 3 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. |
2 opal 2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 28 turns) dwarven-steel pickaxe of endurance (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
jade 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 511.20 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 308/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 Veil 22: Now Enlightened the Colossus Primitive level 10
18th Voratun 122nd year of Ascendancy at 23:40 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 20
29th Voratun 122nd year of Ascendancy at 19:47 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 30
3rd Acquisition 122nd year of Ascendancy at 11:07 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 31
2nd Profit 122nd year of Ascendancy at 02:17 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 26
2nd Acquisition 122nd year of Ascendancy at 08:48 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 12
21st Voratun 122nd year of Ascendancy at 05:31 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 23
30th Voratun 122nd year of Ascendancy at 11:37 see stats
By Veil 22: Now Enlightened the Colossus Primitive level 16
25th Voratun 122nd year of Ascendancy at 09:31 see stats
Log
Aralaith the dredgling hits Dredge for 78 temporal, 76 physical (154 total damage).
Aralaith the dredgling hits Veil 22: Now Enlightened for 88 temporal, 86 physical (174 total damage).
Veil 22: Now Enlightened performs a melee critical strike against Temporal stalker!
Veil 22: Now Enlightened performs a melee critical strike against Temporal stalker!
Veil 22: Now Enlightened performs a melee critical strike against Dredge!
Veil 22: Now Enlightened performs a melee critical strike against Dredge!
Veil 22: Now Enlightened hits Layoriata the dredgling for (24 flat reduction), 0 light, (3 flat reduction), 0 arcane, (24 flat reduction), 0 light, (3 flat reduction), 0 arcane (0 total damage).
Veil 22: Now Enlightened hits Geth the temporal stalker for 20 light, 3 arcane (22 total damage).
Veil 22: Now Enlightened hits Veil 22: Now Enlightened for 36 healing, 36 healing, 36 healing, 36 healing, 36 healing, 36 healing (0 total damage) [218 healing].
Veil 22: Now Enlightened hits Dredge for 1205 darkness, 11 light, 20 light, 22 light, 348 darkness (1606 total damage).
Veil 22: Now Enlightened hits Aralaith the dredgling for 22 light, 3 arcane, 22 light, 3 arcane (49 total damage).
Veil 22: Now Enlightened hits Temporal stalker for 730 darkness damage.
Veil 22: Now Enlightened killed Dredge!
Veil 22: Now Enlightened killed Temporal stalker!
Geth the temporal stalker casts Flame Leash.
Layoriata the dredgling casts Dust to Dust.
Layoriata the dredgling hits Veil 22: Now Enlightened for 53 temporal, 70 physical (124 total damage).
Mechanical Arms performs a melee critical strike against Veil 22: Now Enlightened!
Melee retaliation hits Aralaith the dredgling for 6 cold, 3 light (9 total damage).
Mechanical Arms hits Veil 22: Now Enlightened for 7 mind damage.
Aralaith the dredgling uses Psy Worm.
Xerimina the dredge uses Noggin Knocker.
Veil 22: Now Enlightened resists the stunning shot!
Veil 22: Now Enlightened resists the stunning shot!
Xerimina the dredge's Noggin Knocker performs a ranged critical strike against Veil 22: Now Enlightened!
Veil 22: Now Enlightened resists the stunning shot!
Xerimina the dredge's Noggin Knocker hits Veil 22: Now Enlightened for 141 physical, 24 physical (165 total damage).
Xerimina the dredge's Noggin Knocker hits Veil 22: Now Enlightened for 250 physical damage.
Xerimina the dredge's Noggin Knocker hits Veil 22: Now Enlightened for 158 physical, 24 physical (181 total damage).
Veil 22: Now Enlightened the level 33 colossus primitive was pierced to death by Xerimina the dredge on level 1 of An Eternal Instant.