Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Corruptor |
Level / Exp | 18 / 17% |
Size | big |
Lifes / Deaths | Killed by Mayomina the white wolf at level 18 on the 32nd Haze 122nd year of Ascendancy at 01:09 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 38 (base 37) |
Magic | 51 (base 46) |
Willpower | 14 (base 13) |
Cunning | 13 (base 10) |
Resources
Life | -55/530 |
Positive | 101/101 |
Vim | 64/168 |
Healing Factor | 1.4227788432929 |
Regeneration | 27.966121921905 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 19 |
Accuracy | 7 |
Crit Chance | 4% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 1 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 24 |
Ranged Defense | 25 |
Fatigue | 1 |
Physical Save | 22 |
Spell Save | 42 |
Mental Save | 20 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 402% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | The target has been beckoned by Mayomina the white wolf and is heeding the call. There is a 44% chance of moving towards the beckoner each turn. (spellpower: -13, mindpower: -13 Beckoned |
beneficial effect | The target is under protection and its life regeneration is boosted by 18. Providence |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | Increases the effectiveness of all healing the target receives by 12%. Empowered Healing |
beneficial effect | Fully absorbs 3 acid attacks. Ward |
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 |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You have explored the echoing cliffs and destroyed the Huge Dull Crystals. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 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 |
Equipment
On feet | [vs. scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Spellpower: +3 (+1 eff.) (-) A pair of boots made of leather. |
Light source | [vs. Arybrelle (Light source)] ArybrelleArybrelle Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Con Changes resistances: +3%(-) acid Mental save: +5 (+4 eff.) (-) Light radius: +2 (-) See stealth: +7 (-) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 12.95 to 38.85 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
On hands | [vs. Gloribeth the rough leather gloves (0 def, 1 armour) (On hands)] Gloribeth the rough leather gloves (0 def, 1 armour)Gloribeth the rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 (-) Armour: +1 (-) Changes stats: +2(-) Dex / +3(-) Mag Changes damage: +3%(-) arcane / +3%(-) blight Life regen: +0.20 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. ash wand of clairvoyance [power 10] (6 cooldown) (Tool)] ash wand of clairvoyance [power 10] (6 cooldown)ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | [vs. copper ring 'Berochak' (On fingers, 1 of 2)] copper ring 'Berochak'copper ring 'Berochak' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) acid / +6%(-) cold Changes damage: +11%(-) acid Reduces incoming crit damage: 15.00% (-) Spell save: +20 (+8 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. copper ring 'Berochak' (On fingers, 1 of 2)] savior's steel ring of perseverancesavior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +0%(-22%) acid / +0%(-6%) cold Changes damage: +0%(-11%) acid Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) (-14 (-5 eff.)) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Voltaic Pendant (Around neck)] Voltaic PendantVoltaic Pendant Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10(-) lightning Stun/Freeze immunity: +10% (-) It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 19.53 to 58.59 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
In main hand | [vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] Galespawn the ash vilestaff (15-18 power, 3 apr, blight element)Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +7 (+3 eff.) (-) Effects on melee hit: * 7% chance to blind Damage (Melee): 0(-7) item light blind Changes resistances: +6%(-) darkness / +3%(-) lightning Changes damage: +15%(-) blight Talents granted: +1.00(-) Command Staff Stun/Freeze immunity: +5% (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +2% (-) Light radius: +3 (-) Defense after a teleport: +5 (-) Resist all after a teleport: +2% (-) New effects duration reduction after a teleport: +10% (-) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 52.34 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In off hand | [vs. flint wardstone 'Ce'Nuna' (In off hand)] flint wardstone 'Ce'Nuna'flint wardstone 'Ce'Nuna' Requires: - Magic 20 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes resistances: +11%(-) acid Reduce damage by fixed amount: +3(-) all Maximum wards: +3(-) acid Changes damage: +12%(-) acid Talents granted: +2.00(-) Ward Critical mult.: +9.00% (-) Stamina each turn: +0.20 (-) Slows Projectiles: +20% (-) Handheld warding devices |
Cloak | [vs. Kochak the Kindlerot (1 def, 0 armour) (Cloak)] Kochak the Kindlerot (1 def, 0 armour)Kochak the Kindlerot (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Changes resistances: +3%(-) lightning / +9%(-) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+7 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+2 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 67)healing infusion of the psychic (heal 67) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 and cleanse 1 wound and poison effect. 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. |
regeneration infusion of the titan (heal 272 over 5 turns) regeneration infusion of the titan (heal 272 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 337 over 5 turns) regeneration infusion of the wizard (heal 337 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the sneak (resist 16%; cure physical)] (on body)] wild infusion of the titan (resist 19%; cure mental, magical)wild infusion of the titan (resist 19%; cure mental, magical) 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: 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 +magical, -physical or +mental effect and reduce all damage taken by 19%(+4%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning, +Constitution 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. |
phase door rune of the titan (range 9; power 34; dur 3) phase door rune of the titan (range 9; power 34; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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. |
phase door rune of the wizard (range 11; power 30; dur 3) phase door rune of the wizard (range 11; power 30; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. Voltaic Pendant (Around neck)] copper amulet 'Salima'copper amulet 'Salima' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 0(-10) lightning Damage when hit (Melee): 8 blight Changes stats: +3 Mag Changes damage: +3% blight Stun/Freeze immunity: +0% (-10%) Amulets can have magical properties. |
[vs. Voltaic Pendant (Around neck)] grounding steel amulet of constitution (+4)This item will automatically be transmogrified when you leave the level. grounding steel amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Ranged): 0(-10) lightning Changes stats: +4 Con Changes resistances: +12% lightning Stun/Freeze immunity: +24% (+14%) Amulets can have magical properties. |
[vs. Voltaic Pendant (Around neck)] warrior's steel amulet of healingThis item will automatically be transmogrified when you leave the level. warrior's steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Ranged): 0(-10) lightning Changes resistances: +8% physical Cut immunity: +50% Stun/Freeze immunity: +0% (-10%) Stamina each turn: +0.30 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 88 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. copper ring 'Berochak' (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+5 eff.) Changes resistances: +0%(-22%) acid / +0%(-6%) cold Changes damage: +0%(-11%) acid Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +0 (+0 eff.) (-20 (-8 eff.)) Spellpower: +5 (+2 eff.) Mindpower: +5 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring 'Berochak' (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+4 eff.) Changes resistances: +0%(-22%) acid / +0%(-6%) cold Changes damage: +0%(-11%) acid Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +0 (+0 eff.) (-20 (-8 eff.)) Spellpower: +6 (+2 eff.) Mindpower: +6 (+5 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] potent elm magestaff (13-15.6 power, 2 apr, arcane element)potent elm magestaff (13-15.6 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6(-2.0 - -2.4) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +13% arcane / +0%(-15%) blight Talents granted: +1.00(-) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +1% (-1%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] keeper's yew magestaff of dusk (20-24 power, 4 apr, fire element)keeper's yew magestaff of dusk (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+1) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight / +20% fire Talents granted: +1.00(-) Command Staff Stun/Freeze immunity: +0% (-5%) Maximum neg.energy: +20.00 Spellpower: +9 (+3 eff.) (+3 (+1 eff.)) Spell crit. chance: +3% (+1%) Light radius: -1 (-4) Casting speed: +12% Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Paradox regeneration: -3.00 Staves designed for wielders of magic, by the greats of the art. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] insidious steel battleaxe (21-31.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. insidious steel battleaxe (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5(+6.0 - +13.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +26 insidious poison When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Massive two-handed battleaxes. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] steel battleaxe (20-30 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(+5.0 - +12.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Massive two-handed battleaxes. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] steel battleaxe (20.5-30.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe (20.5-30.75 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(+5.5 - +12.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Massive two-handed battleaxes. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand)] chilling steel waraxe (12.5-17.5 power, 3 apr)This item will automatically be transmogrified when you leave the level. chilling steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5(-2.5 - -0.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +6 cold When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) One-handed war axes. |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand, 1 of 2)] inquisitor's steel dagger of erosion (11.5-14.95 power, 6 apr)This item will automatically be transmogrified when you leave the level. inquisitor's steel dagger of erosion (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-3.5 - -3.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+3) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 9 arcane resource burn (+9) On weapon crit: + burns latent spell energy Damage (Melee): +7 temporal / +5 nature When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand, 1 of 2)] vined mindstar of resolve (5-5.5 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar of resolve (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-10.0 - -12.5) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-7) item light blind Changes stats: +3 Wil Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Physical save: +3 (+2 eff.) Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Mindpower: +4 (+3 eff.) Mental crit. chance: +2% Light radius: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Galespawn the ash vilestaff (15-18 power, 3 apr, blight element) (In main hand, 1 of 2)] steel ritual blade of illumination (9.5-12.35 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel ritual blade of illumination (9.5-12.35 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Infused by nature 1.00 Encumbrance. Type: weapon / ritual blade ; tier 2 Base power: 9.5 - 12.4(-5.5 - -5.7) Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+3) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +8 blinding light When wielded/worn: Defense: +5 (+2 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-7) item light blind Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-15%) blight Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +0% (-5%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +4% (+2%) Light radius: +2 (-1) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 96.44 light damage. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Silk Current (12 def, 0 armour) (Main armor)] Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-7 eff.)) Damage when hit (Melee): 0(-10) cold Changes stats: +6 Mag Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +10% arcane / +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +15% Movement speed: +0% (-15%) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] woollen robe (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-7 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] cured leather armour of resilience (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) (-10 (-5 eff.)) Fatigue: +7% Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Maximum life: +21.00 Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] spiked steel plate armour (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. spiked steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) (-8 (-4 eff.)) Fatigue: +22% Damage when hit (Melee): 0(-10) cold / 12 physical Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)] insulating rough leather beltThis item will automatically be transmogrified when you leave the level. insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +6%(-14%) cold / +0%(-20%) nature / +5% fire Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] noble's rough leather beltThis item will automatically be transmogrified when you leave the level. noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Reduced damage from: +16% Summoned Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Kochak the Kindlerot (1 def, 0 armour) (Cloak)] linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-1) Cun / +0(-2) Dex Changes resistances: +0%(-3%) lightning / +0%(-9%) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] miner's pair of rough leather boots (0 def, 6 armour)This item will automatically be transmogrified when you leave the level. miner's pair of rough leather boots (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (+5) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Infravision radius: +1 A pair of boots made of leather. |
[vs. scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +2% (+1%) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Gloribeth the rough leather gloves (0 def, 1 armour) (On hands)] iron gauntlets (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Armour: +1 (-) Changes stats: +0(-2) Dex / +0(-3) Mag Changes damage: +0%(-3%) arcane / +0%(-3%) blight Life regen: +0.00 (-0.20) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Gloribeth the rough leather gloves (0 def, 1 armour) (On hands)] Storm Bringer's Gauntlets (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +3 (+2) Changes stats: +0(-2) Dex / +4(+1) Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning / +0%(-3%) arcane / +0%(-3%) blight Critical mult.: +20.00% Life regen: +0.00 (-0.20) Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 31.54 to 94.63 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Squalormarrow the rough leather cap (0 def, 1 armour)Squalormarrow the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 nature Changes resistances: +0%(-10%) lightning / +5% cold / +3% nature / +0%(-10%) light Changes resistances penetration: +5% nature Changes damage: +0%(-10%) light / +0%(-10%) lightning Allows you to breathe in: water A cap made of leather. |
[vs. flint wardstone 'Ce'Nuna' (In off hand)] ChigobersChigobers Requires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) (-4 (-2 eff.)) Changes resistances: +11% lightning / +5% arcane / +0%(-11%) acid Reduce damage by fixed amount: +1(-2) all Maximum wards: +2 lightning / +0(-3) acid Changes resistances penetration: +5% temporal Changes damage: +11% lightning / +0%(-12%) acid Talents granted: +1(+-1) Ward Critical mult.: +0.00% (-9.00%) Stamina each turn: +0.00 (-0.20) Slows Projectiles: +10% (-10%) Handheld warding devices |
[vs. flint wardstone 'Ce'Nuna' (In off hand)] mage's granite wardstonemage's granite wardstone Requires: - Magic 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) (-2 (-1 eff.)) Changes resistances: +0%(-11%) acid Reduce damage by fixed amount: +2(-1) all Maximum wards: +0(-3) acid Changes damage: +0%(-12%) acid Talent granted: +0(+-2) Ward Critical mult.: +0.00% (-9.00%) Spell save: +12 (+4 eff.) Stamina each turn: +0.00 (-0.20) Slows Projectiles: +15% (-5%) Handheld warding devices |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 0.00 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. |
[vs. Arybrelle (Light source)] brass lanternThis item will automatically be transmogrified when you leave the level. brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-3%) acid Mental save: +0 (+0 eff.) (-5 (-4 eff.)) Light radius: +2 (-) See stealth: +0 (-7) See invisible: +0 (-6) 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. |
[vs. Arybrelle (Light source)] brass lanternThis item will automatically be transmogrified when you leave the level. brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-3%) acid Mental save: +0 (+0 eff.) (-5 (-4 eff.)) Light radius: +2 (-) See stealth: +0 (-7) See invisible: +0 (-6) 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. |
[vs. Arybrelle (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-3%) acid / +5% fire Mental save: +0 (+0 eff.) (-5 (-4 eff.)) Light radius: +2 (-) See stealth: +0 (-7) See invisible: +0 (-6) 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. |
[vs. Arybrelle (Light source)] scorching brass lantern of clarityThis item will automatically be transmogrified when you leave the level. scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-3%) acid / +6% fire Mental save: +5 (+4 eff.) (-) Light radius: +2 (-) See stealth: +6 (-1) See invisible: +7 (+1) 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. |
[vs. ash wand of clairvoyance [power 10] (6 cooldown) (Tool)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Aban the Ogre Corruptor level 16
27th Haze 122nd year of Ascendancy at 11:26 see stats
By Aban the Ogre Corruptor level 10
2nd Summertide 122nd year of Ascendancy at 22:29 see stats
By Aban the Ogre Corruptor level 8
7th Mirth 122nd year of Ascendancy at 19:35 see stats
By Aban the Ogre Corruptor level 10
1st Flare 122nd year of Ascendancy at 23:23 see stats
By Aban the Ogre Corruptor level 17
30th Haze 122nd year of Ascendancy at 21:22 see stats
Log
Mayomina the white wolf shares damage with his oozes!
Aban hits Mayomina the white wolf for 0 cold, 0 cold (1 total damage).
Mayomina the white wolf hits Aban for (3 resist armour), 80 mind, (3 resist armour), 78 mind (158 total damage).
Aban uses Infusion: Movement.
Aban is moving freely.
Aban prepares for the next kill!.
Aban casts Barrier.
A shield forms around Aban.
Aban slows down.
Mayomina the white wolf uses Oozebeam.
Mayomina the white wolf hits Aban for (3 resist armour), (144 absorbed), 0 nature (0 total damage).
Aban casts Bathe in Light.
Mayomina the white wolf uses Beckon.
Aban has been beckoned.
A shield forms around Mayomina the white wolf.
Aban receives 35 healing from Aban's healing light area effect.
Mayomina the white wolf receives 27 healing from Aban's healing light area effect.
Mayomina the white wolf uses Slime Spit.
Aban receives 35 healing from Aban's healing light area effect.
Talent Blood Grasp is ready to use.
Your shield crumbles under the damage!
The shield around Aban crumbles.
Mayomina the white wolf's Slime Spit hits Aban for (3 resist armour), (88 absorbed), 80 nature (80 total damage).
Aban casts Providence.
Mayomina the white wolf uses Oozebeam.
Saving game...