










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 26 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Zubumina the snow giant chieftain at level 21 on the 29th Regrowth 123rd year of Ascendancy at 03:41 / 2Killed by forge-giant at level 26 on the 32nd Pyre 123rd year of Ascendancy at 11:58 |
Primary Stats
| Strength | 57 (base 49) |
| Dexterity | 38 (base 32) |
| Constitution | 35 (base 31) |
| Magic | 13 (base 10) |
| Willpower | 18 (base 16) |
| Cunning | 12 (base 12) |
Resources
| Life | -168/961 |
| Stamina | 27/108 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 4.8116104477936 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 25.703251193202 |
| See Invisible | 27.703251193202 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 57 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Darkness | +14% |
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 65.07351020455 (93.924050632911%) |
| Defense | 46 |
| Ranged Defense | 52 |
| Fatigue | 27 |
| Physical Save | 55 |
| Spell Save | 46 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 54%( 79%) |
| Blight | + 42%( 79%) |
| Physical | + 43%( 79%) |
| Cold | + 49%( 79%) |
| All | + 37%( 79%) |
| Darkness | + 68%( 79%) |
| Light | + 47%( 79%) |
| Temporal | + 44%( 79%) |
| Lightning | + 61%( 79%) |
| Fire | + 55%( 79%) |
| Nature | + 44%( 79%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Knockback Resistance | 100% |
| Confusion Resistance | 37% |
| Stun Resistance | 79% |
| Pinning Resistance | 32% |
| Poison Resistance | 5% |
| Blind Resistance | 54% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 370% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Last Stand |
| talent | Shield Wall |
| talent | True Grit |
| detrimental effect | The target is on fire, taking 62.65 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by great wolf. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by minotaur. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Ce'Nanne the copperhead snake. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 33. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Emosessra' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +12% darkness Physical save: +9 (+3 eff.) Blindness immunity: +25% Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | TetirCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +9% cold / +15% light Spell save: +15 (+5 eff.) Blindness immunity: +28% Confusion immunity: +17% Light radius: +7 See stealth: +10 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betybeth the Shockviper (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% darkness / +18% acid Confusion immunity: +10% Pinning immunity: +10% Stamina when hit: +1.30 Equilibrium when hit: +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Kindlereign (9 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 7 blight Changes stats: +3 Dex Changes resistances: +7% blight Changes resistances penetration: +10% fire Changes damage: +5% blight Physical save: +30 (+8 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Halyvon the iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +10% nature / +6% lightning Changes damage: +5% nature Spell save: +12 (+4 eff.) Poison immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's gold ring of darkness (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% darkness Changes damage: +14% darkness Physical save: +6 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Zubasewyn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Defense: +15 (+5 eff.) Changes stats: +9 Lck Changes resistances: +10% temporal Changes resistances cap: +4% all Physical save: +10 (+3 eff.) Pinning immunity: +22% Knockback immunity: +25% Stamina each turn: +0.40 Infravision radius: +3 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
| In main hand | quick stralite longsword of crippling (33.5-46.9 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +3 Dex Sharp, long, and deadly. |
| Around waist | blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Fatigue: -5% Stealth bonus: +7 Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | Cracklemaster the dwarven-steel shield (8 def, 2 armour, 32-38.4 power, 79.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +79 Damage (Melee): +4 darkness / +24 fire Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 35 fire Changes stats: +4 Str Changes resistances: +18% lightning / +24% fire Talent granted: +3 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Wil / +1 Mag Physical save: +6 (+2 eff.) 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 plate armour 'Erelygorn' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +12 (+3 eff.) Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +3 Str / +4 Con Changes resistances: +8% acid / +9% physical / +9% cold / +5% fire / +8% lightning Changes resistances penetration: +10% physical Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +23% Knockback immunity: +26% Life regen: +0.40 Light radius: +2 A suit of armour made of metal plates. |
Inventory
movement infusion (455% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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.sun infusion (rad 7; power 20; turns 5; dispels 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 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 20) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure magical, 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure physical)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.controlled phase door rune (range 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. 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. |
clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 25 light Rings can have magical properties. |
marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
mule's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +22 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.pixie's gold ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Cun / +4 Mag Spellpower: +14 (+10 eff.) Mindpower: +6 (+4 eff.) Rings can have magical properties. |
titan's copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul (42-63 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
dwarven-steel mace 'Tempestwire' (28-39.2 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning / 12 fire Changes resistances: +6% fire Changes resistances penetration: +25% lightning / +5% fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel mace of massacre (35.5-49.7 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +9% Living Blunt and deadly. |
Horuigas (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +4 Wil / +3 Cun Changes resistances: +10% cold Changes resistances penetration: +15% blight Spell save: +5 (+1 eff.) Maximum mana: +46.00 Maximum vim: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere robe of power (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +6% all Spellpower: +10 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Goreblack the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +26% lightning / +13% temporal / +6% nature Changes resistances penetration: +10% nature Stamina each turn: +0.60 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Polilrath the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes damage: +18% mind Physical save: +30 (+8 eff.) Mental save: +36 (+17 eff.) Stamina each turn: +0.70 Only die when reaching: -80.00 life Maximum stamina: +28.00 Maximum hate: +4.00 A pair of boots made of leather. |
pair of iron boots 'Silotta' (10 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+4 eff.) Fatigue: +2% Changes resistances: +12% acid / +1% physical / +6% nature / +3% light Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Sunkin' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage when hit (Melee): 8 light Changes resistances: +9% light Changes resistances penetration: +10% light / +15% fire Changes damage: +9% light Infravision radius: +2 A pair of boots made of leather. |
Duskrage the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Damage when hit (Melee): 4 arcane Changes stats: +4 Str Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +12% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.brawler's hardened leather gloves of dispersion (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +2 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +7 (+3 eff.) Maximum life: +44.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Mana each turn: +0.13 Spellpower: +5 (+5 eff.) Spell crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Mayonne (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +21% acid / +24% lightning Spell save: +26 (+8 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training 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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Strikebreak (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +24% lightning / +16% fire / +7% cold Changes damage: +12% lightning / +6% fire A cap made of leather. |
This item will automatically be transmogrified when you leave the level.The Black Crown (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Arckin the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +18% lightning / +9% acid Changes resistances penetration: +15% acid Changes damage: +9% lightning A suit of armour made of metal plates. |
spiked dwarven-steel plate armour of the deep (5 def, 12 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 11 physical Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36.4 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.0 - 36.4 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
coruscating dwarven-steel shield of radiance (8 def, 2 armour, 31.5-37.8 power, 78 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 Damage (Melee): +12 light / +10 fire When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 15 fire Changes stats: +1 Str / +3 Mag / +5 Con Changes resistances: +10% light / +12% fire Talent granted: +3 Block Handheld deflection devices. |
crackling dwarven-steel shield of acid resistance (+11%) (8 def, 2 armour, 27.5-33 power, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 Damage (Melee): +11 lightning When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze at end of turn Changes stats: +2 Dex Changes resistances: +11% lightning / +20% acid Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (8 def, 2 armour, 33.5-40.2 power, 77.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 15-18 power, 38 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +38 On weapon hit: * 12% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 13 lightning Changes resistances: +16% lightning Talent granted: +2 Block Handheld deflection devices. |
warded dwarven-steel shield of reflection (8 def, 2 armour, 29-34.8 power, 87.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +87 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +12% light / +12% darkness Maximum wards: +3 lightning / +3 temporal / +2 blight / +3 fire / +2 cold Talents granted: +3 Block +1 Ward Handheld deflection devices. |
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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (65 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Gunakalthodar'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +4 Fatigue: -4% Changes stats: +4 Cun Grants telepathy: Dragon Life regen: +0.80 Light radius: +6 See invisible: +9 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.elemental pouch of steel shots of crippling (21/21, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +11.5% Capacity: 21 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel torque of kinetic psionic shield [power 59] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 59 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
9 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 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, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Klogg the Cornac Bulwark level 20
17th Regrowth 123rd year of Ascendancy at 10:44 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Klogg the Cornac Bulwark level 16
13rd Haze 122nd year of Ascendancy at 07:00 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Klogg the Cornac Bulwark level 18
8th Regrowth 123rd year of Ascendancy at 11:21 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Klogg the Cornac Bulwark level 16
48th Haze 122nd year of Ascendancy at 12:40 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Klogg the Cornac Bulwark level 18
8th Regrowth 123rd year of Ascendancy at 15:56 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Klogg the Cornac Bulwark level 22
44th Regrowth 123rd year of Ascendancy at 12:45 see stats
Level 10 (Roguelike)
Got a character to level 10.By Klogg the Cornac Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 10:23 see stats
Level 20 (Roguelike)
Got a character to level 20.By Klogg the Cornac Bulwark level 20
16th Regrowth 123rd year of Ascendancy at 10:45 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Klogg the Cornac Bulwark level 13
8th Dusk 122nd year of Ascendancy at 05:03 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Klogg the Cornac Bulwark level 25
65th Regrowth 123rd year of Ascendancy at 21:37 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Klogg the Cornac Bulwark level 8
9th Mirth 122nd year of Ascendancy at 16:07 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Klogg the Cornac Bulwark level 6
79th Pyre 122nd year of Ascendancy at 23:06 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Klogg the Cornac Bulwark level 17
1st Regrowth 123rd year of Ascendancy at 17:44 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Klogg the Cornac Bulwark level 20
17th Regrowth 123rd year of Ascendancy at 00:40 see stats
Unstoppable (Roguelike)
Returned from the dead.By Klogg the Cornac Bulwark level 21
29th Regrowth 123rd year of Ascendancy at 03:41 see stats
Log
Talent Assault is ready to use.
Burning from Forge-giant hits Klogg for 27 fire damage.
Forge-giant's deep wound closes.
Klogg uses Block.
Forge-giant's cleansing fire area effect hits Klogg for (34 blocked), 0 fire (0 total damage).
Forge-giant casts Flame.
Forge-giant hits Klogg for (93 blocked), 0 fire, 24 blight, (39 blocked), 0 fire, 18 blight, 1 nature, (39 blocked), 0 fire (45 total damage).
Klogg hits Forge-giant for 3 fire, 3 fire (7 total damage).
Burning from Forge-giant hits Klogg for (62 blocked), 0 fire (0 total damage).
Klogg stops regenerating health quickly.
Forge-giant's cleansing fire area effect hits Klogg for 29 fire damage.
Forge-giant's cleansing fire area effect hits Klogg for 29 fire damage.
Klogg uses Assault.
Klogg performs a melee critical strike against Forge-giant!
Forge-giant is crippled.
Klogg performs a melee critical strike against Forge-giant!
Klogg leeches life from Forge-giant!
Forge-giant hits Klogg for 1 healing, 2 healing, 5 healing, 30 fire, 30 fire, 26 fire (88 total damage) [9 healing].
Klogg hits Forge-giant for (21 parried), 39 physical, 8 darkness, 4 fire, 6 blight, 14 lightning, 303 physical, 3 blight, 109 physical, 3 blight (493 total damage).
Forge-giant hits Klogg for 22 physical, 28 fire, 11 physical, 1 nature, 28 fire (92 total damage).
Klogg hits Forge-giant for 3 fire, 3 fire (7 total damage).
Talent Shield Pummel is ready to use.
Burning from Forge-giant hits Klogg for 45 fire damage.
Forge-giant has regained its confidence.
Forge-giant's cleansing fire area effect hits Klogg for 24 fire damage.
Klogg uses Shield Pummel.
Saving game...























































































