Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 Glutton 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Glutton |
| Level / Exp | 21 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by devourer at level 13 on the 36th Dusk 122nd year of Ascendancy at 19:09 1 / 5Killed by 3-headed hydra at level 13 on the 36th Dusk 122nd year of Ascendancy at 20:53 Killed by Betyssra the ancient elven mummy at level 20 on the 26th Haze 122nd year of Ascendancy at 23:17 Killed by Nerubeth the cold drake at level 21 on the 28th Haze 122nd year of Ascendancy at 23:54 Killed by Gluton Allergy at level 21 on the 29th Haze 122nd year of Ascendancy at 00:34 |
Primary Stats
| Strength | 64 (base 31) |
| Dexterity | 17 (base 10) |
| Constitution | 65 (base 48) |
| Magic | 36 (base 30) |
| Willpower | 43 (base 30) |
| Cunning | 40 (base 25) |
Resources
| Mana | 434/434 |
| Life | 728/728 |
| Paradox | 150 |
| Hate | 100/100 |
| Psi | 153/153 |
| Vim | 180/180 |
| Positive | 0/110 |
| Stamina | 288/288 |
| Equilibrium | 0 |
| Healing Factor | 1.1 |
| Regeneration | 1.23475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 35 |
| Crit Chance | 40% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31.25 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.05 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 34.4 (60%) |
| Defense | 21.625 |
| Ranged Defense | 22.625 |
| Fatigue | 24 |
| Physical Save | 41.875 |
| Spell Save | 29.5625 |
| Mental Save | 40.508333333333 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Physical | + 26%( 72%) |
| Cold | + 60%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 37%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 41%( 82%) |
| Fire | + 26%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 0% |
| Blind Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Gluttony / Famine | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Gluttony / Digestion | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Gluttony / Feast | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Effects
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| 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 |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | An aura of death surrounds you. Level 3, Cursed Aura Curse of Corpses 3Penalty: Fear of Death: -6% resistance against damage from the undead. Level 1: Power over Death: +8% damage against the undead. Level 2: -1 Luck, +3 Strength, +3 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 3 Curse of Shrouds 3Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Level 1: Nightwalker: +12 Darkness Resistance, +12% Max Darkness Resistance, +8 See Invisible Level 2: -1 Luck, +5 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 96. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | done |
Equipment
| Psionic focus | arcing stralite battleaxe of crippling (45.5-68.25 power, 3 apr) (Shrouds) arcing stralite battleaxe of crippling (45.5-68.25 power, 3 apr) (Shrouds)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +11 lightning When wielded/worn: Physical crit. chance: +10.0% Curse of Shrouds Massive two-handed battleaxes. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Madness) Steel Helm of Garkul (0 def, 6 armour) (Madness)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On feet | Frost Treads (1 def, 4 armour) (Misfortune) Frost Treads (1 def, 4 armour) (Misfortune)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Kindlebrand of thermal psionic shield [power 25] (20 cooldown) Kindlebrand of thermal psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 14 light Changes resistances: +9% darkness Changes resistances penetration: +15% light It can be used to setup a psionic shield, reducing all fire and cold damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Spellblaze Echos Spellblaze EchosPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | arcing stralite greatsword of paradox (50-80 power, 3 apr) (Shrouds) arcing stralite greatsword of paradox (50-80 power, 3 apr) (Shrouds)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +16 lightning / +12 temporal When wielded/worn: Damage when the wearer is hit: 17 temporal Changes resistances: +16% temporal Curse of Shrouds Massive two-handed swords. |
| On hands | hardened leather gloves 'Lightningqueen' (0 def, 2 armour) (Misfortune) hardened leather gloves 'Lightningqueen' (0 def, 2 armour) (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 2 lightning Critical mult.: +30.00% Spell crit. chance: +19% Mental crit. chance: +18% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | spiritwalker's hardened leather belt (Nightmares) spiritwalker's hardened leather belt (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.10 Maximum mana: +29.00 Curse of Nightmares A belt that goes around your waist. |
| Cloak | regal cashmere cloak (2 def, 0 armour) (Shrouds) regal cashmere cloak (2 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil Mental save: +8 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Salyriagatira' (3 def, 8 armour) (Corpses) dwarven-steel mail armour 'Salyriagatira' (3 def, 8 armour) (Corpses)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +13 Str Damage when the wearer is hit: 15 physical Maximum encumbrance: +20 Physical save: +9 Light radius: +3 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 21; turns 3; dispells darkness)sun infusion (rad 9; power 21; turns 3; dispells darkness) 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 17%; cure mental)wild infusion (resist 17%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 17% for 6 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. |
Rune of the Rift (322.00 temporal damage, removed from time 4 turns) Rune of the Rift (322.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 322.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (182 fire damage)heat beam rune (182 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 182.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
titan's shielding rune (absorb 285 for 4 turns) titan's shielding rune (absorb 285 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 11; dur 26; see demon)vision rune (radius 11; dur 26; 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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 16) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any demon 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
cleansing copper amulet of willpower (+2) cleansing copper amulet of willpower (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% blight Disease immunity: +20% Amulets can have magical properties. |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
rogue's copper ring of nature (+20%) rogue's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +0.50 Rings can have magical properties. |
flaming iron greatmaul (12.5-18.75 power, 1 apr) (Madness) flaming iron greatmaul (12.5-18.75 power, 1 apr) (Madness)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Curse of Madness Massive two-handed maul. |
steel greatmaul of erosion (26-39 power, 2 apr) (Madness) steel greatmaul of erosion (26-39 power, 2 apr) (Madness)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +11 nature / +8 temporal Curse of Madness Massive two-handed maul. |
steel greatmaul of rage (27-40.5 power, 2 apr) (Corpses) steel greatmaul of rage (27-40.5 power, 2 apr) (Corpses)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. 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 Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Changes stats: +4 Str Changes damage: +6% physical Stamina when hit: +1.08 Curse of Corpses Massive two-handed maul. |
Islevea (20-32 power, 1 apr) (Corpses) Islevea (20-32 power, 1 apr) (Corpses)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +20% Horror When wielded/worn: Changes damage: +12% acid Maximum life: +40.00 Curse of Corpses Massive two-handed swords. |
icy dwarven-steel greatsword of crippling (38-60.8 power, 2 apr) (Misfortune) icy dwarven-steel greatsword of crippling (38-60.8 power, 2 apr) (Misfortune)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +10 ice When wielded/worn: Physical crit. chance: +8.0% Curse of Misfortune Massive two-handed swords. |
thought-forged iron greatsword of massacre (20.5-32.8 power, 1 apr) (Misfortune) thought-forged iron greatsword of massacre (20.5-32.8 power, 1 apr) (Misfortune)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 30% mind When wielded/worn: Changes stats: +2 Wil Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming stralite longsword of daylight (35-49 power, 5 apr) (Shrouds)flaming stralite longsword of daylight (35-49 power, 5 apr) (Shrouds) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +10 light Burst (radius 1) on hit: +7 fire Damage against: +10% Undead Curse of Shrouds Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) (Shrouds) Crooked Club (25-35 power, 4 apr) (Shrouds)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 % chance to confuse When wielded/worn: Accuracy: +12 Curse of Shrouds An oddly twisted club with a hefty weight on the end. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of invocation (25-30 power, 5 apr, darkness damage) (Corpses)elven-wood starstaff of invocation (25-30 power, 5 apr, darkness damage) (Corpses) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Curse of Corpses It can be used to projects damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of fate (20-24 power, 4 apr, acid damage) (Misfortune) yew vilestaff of fate (20-24 power, 4 apr, acid damage) (Misfortune)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +3 Spell save: +2 Mental save: +4 Spellpower: +9 Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (5.5-7.7 power, 2 apr) (Nightmares) iron waraxe (5.5-7.7 power, 2 apr) (Nightmares)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick stralite waraxe of crippling (31.5-44.1 power, 5 apr) (Misfortune)quick stralite waraxe of crippling (31.5-44.1 power, 5 apr) (Misfortune) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 90% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +9 Physical crit. chance: +8.0% Changes stats: +5 Dex Curse of Misfortune One-handed war axes. |
grounding rough leather belt of resilience (Nightmares) grounding rough leather belt of resilience (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Maximum life: +30.00 Curse of Nightmares A belt that goes around your waist. |
insulating rough leather belt of carrying (Misfortune) insulating rough leather belt of carrying (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% cold / +5% fire Maximum encumbrance: +20 Curse of Misfortune A belt that goes around your waist. |
spiritwalker's rough leather belt (Corpses) spiritwalker's rough leather belt (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Maximum mana: +23.00 Curse of Corpses A belt that goes around your waist. |
Mirequencher (1 def, 0 armour) (Nightmares) Mirequencher (1 def, 0 armour) (Nightmares)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 8 nature Damage when the wearer is hit: 12 blight Changes resistances penetration: +15% nature Curse of Nightmares 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 (7 def, 0 armour) (Nightmares) enveloping linen cloak (7 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (Shrouds) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +2 Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) (Madness) Flamewrought (0 def, 2 armour) (Madness)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Madness It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level. archer's dwarven-steel gauntlets of butchering (0 def, 2 armour) (Shrouds)archer's dwarven-steel gauntlets of butchering (0 def, 2 armour) (Shrouds) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 Armour penetration: +7 Physical power: +5 Armour: +2 Changes stats: +3 Cun / +4 Dex Changes resistances: +8% blight Spell save: +6 Curse of Shrouds 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's rough leather gloves of strength (+5) (0 def, 1 armour) (Misfortune) brawler's rough leather gloves of strength (+5) (0 def, 1 armour) (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +5 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of magic (+2) (0 def, 1 armour) (Misfortune) restful rough leather gloves of magic (+2) (0 def, 1 armour) (Misfortune)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +0.60 Stamina each turn: +0.60 Maximum stamina: +11.00 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) (Misfortune) steady rough leather gloves of strength (+3) (0 def, 1 armour) (Misfortune)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +7 Armour: +1 Changes stats: +3 Str Physical save: +6 Mental save: +6 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kilnstriker (1 def, 0 armour) (Madness) Kilnstriker (1 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 14 fire Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Curse of Madness A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour) (Madness) Skin of Many (12 def, 6 armour) (Madness)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Madness The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
rough leather armour (1 def, 2 armour) (Shrouds) rough leather armour (1 def, 2 armour) (Shrouds)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Shrouds A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) (Corpses) spiked rough leather armour (1 def, 2 armour) (Corpses)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 11 physical Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening stralite plate armour of the dragon (7 def, 13 armour) (Misfortune)enlightening stralite plate armour of the dragon (7 def, 13 armour) (Misfortune) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +3 Str / +2 Wil / +5 Cun / +2 Con Changes resistances: +7% physical / +8% fire / +8% cold / +9% lightning / +9% acid Talent cooldown: Rush (-5 turns) Mental save: +14 Disarm immunity: +25% Stun/Freeze immunity: +24% Knockback immunity: +27% Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. stralite plate armour of command (16 def, 19 armour) (Shrouds)stralite plate armour of command (16 def, 19 armour) (Shrouds) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +16 Fatigue: +26% Changes stats: +3 Cun Mental save: +20 Curse of Shrouds A suit of armour made of metal plates. |
Bindings of Eternal Night (0 def, 7 armour) (Madness) Bindings of Eternal Night (0 def, 7 armour) (Madness)Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +7 Changes stats: +5 Mag / +5 Wil Damage when the wearer is hit: 10 blight Changes resistances: -20% fire / +30% blight / +30% darkness / -20% light Poison immunity: +100% Disease immunity: +100% Life regen: +0.30 Light radius: -1 The wearer is treated as an undead. Curse of Madness Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. mummy wrappings of Eyal (5 def, 2 armour) (Shrouds)mummy wrappings of Eyal (5 def, 2 armour) (Shrouds) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: -25% fire Life regen: +1.00 Maximum life: +57.00 Healing mod.: +14% Curse of Shrouds Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. mummy wrappings of Eyal (5 def, 2 armour) (Misfortune)mummy wrappings of Eyal (5 def, 2 armour) (Misfortune) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: -25% fire Life regen: +0.80 Maximum life: +57.00 Healing mod.: +19% Curse of Misfortune Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield of fire resistance (+19%) (10 def, 2 armour, 139.5 block) (Madness)acidic stralite shield of fire resistance (+19%) (10 def, 2 armour, 139.5 block) (Madness) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 13 acid Changes resistances: +19% fire Talent granted: +4 Block Curse of Madness Handheld deflection devices |
6 agate 6 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 Gems can be sold for money or used in arcane rituals. |
131 alchemist agate 131 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. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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 Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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 resistances: +11% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of revealing brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +6 See invisible: +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. |
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% 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 Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
This item will automatically be transmogrified when you leave the level. elemental pouch of stralite shots of annihilation (19/19, 47-56.4 power, 10 apr)elemental pouch of stralite shots of annihilation (19/19, 47-56.4 power, 10 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.0 - 56.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +15.5% Capacity: 19 Special effect when this weapon hits: random elemental effect Travel speed: +200% Damage conversion: 18% fire / 10% cold / 14% lightning / 14% acid Shots are used with slings to pummel your foes to death. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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% Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Gluton Allergy the Thalore Glutton level 16
5th Haze 122nd year of Ascendancy at 11:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gluton Allergy the Thalore Glutton level 16
75th Dusk 122nd year of Ascendancy at 09:54 see stats
Exterminator
Killed 1000 creatures.By Gluton Allergy the Thalore Glutton level 18
19th Haze 122nd year of Ascendancy at 05:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gluton Allergy the Thalore Glutton level 14
38th Dusk 122nd year of Ascendancy at 01:44 see stats
Level 10
Got a character to level 10.By Gluton Allergy the Thalore Glutton level 10
10th Dusk 122nd year of Ascendancy at 01:00 see stats
Level 20
Got a character to level 20.By Gluton Allergy the Thalore Glutton level 20
21st Haze 122nd year of Ascendancy at 20:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gluton Allergy the Thalore Glutton level 15
52nd Dusk 122nd year of Ascendancy at 03:30 see stats
The Arena
Unlocked Arena mode.By Gluton Allergy the Thalore Glutton level 11
25th Dusk 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gluton Allergy the Thalore Glutton level 14
45th Dusk 122nd year of Ascendancy at 21:50 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Resting starts...
Talent Shield Pummel is ready to use.
Talent Gloom is ready to use.
Talent Beyond the Flesh is ready to use.
Today is the 29th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Infusion: Regeneration is ready to use.
Talent Arcane Combat is ready to use.
Talent Stunning Blow is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Deadly Poison is ready to use.
Talent Numbing Poison is ready to use.
Talent Feather Wind is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gluton Allergy activates Beyond the Flesh.
An elite foe has fallen to your hate! (+8 hate)
Gluton Allergy's remains glow with a strange light.
Saving done.
Saving done.
Saving game...
