Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 17 / 7% |
Size | medium |
Lifes / Deaths | Killed by whitehoof ghoul at level 17 on the 80th Haze 122nd year of Ascendancy at 21:28 / 1 |
Primary Stats
Strength | 42 (base 22) |
Dexterity | 16 (base 10) |
Constitution | 38 (base 22) |
Magic | 50 (base 43) |
Willpower | 18 (base 10) |
Cunning | 9 (base 10) |
Resources
Life | -14/741 |
Positive | 48/98 |
Insanity | 23/100 |
Healing Factor | 1.791923076923 |
Regeneration | 12.095480769231 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 10 |
Offense: Mainhand
Damage | 57 |
Accuracy | 35 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 1% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +43% |
Fire | +23% |
Temporal | +3% |
Blight | +9% |
Physical | +10% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Fire | +15% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 10 |
Physical Save | 34 |
Spell Save | 29 |
Mental Save | 4 |
Defense: Resistances
Blight | + 23%( 70%) |
Physical | + 9%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Darkness | + 35%( 70%) |
Light | + 7%( 70%) |
Lightning | + 21%( 70%) |
Mind | + 7%( 70%) |
Fire | + 45%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 16% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 41.82 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 188 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.52 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Demented / Beyond sanity | 1.52 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is starting to get mad (1 stacks), reducing mind damage resistance by 6%, mental save by 5, confusion resistance by 4%, generating 0.5 insanity per turn. Lost in a weird place |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target's global speed is increased by 20%. Ghoulish Leap |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of iron boots of spellbinding (0 def, 3 armour) undeterred pair of iron boots of spellbinding (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag Spell save: +1 (+1 eff.) Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +23% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Sundare SundareInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 fire Changes resistances: +3% fire Changes resistances penetration: +15% fire Maximum life: +42.00 Light radius: +4 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 | Borudukath the cashmere wizard hat (2 def, 0 armour) Borudukath the cashmere wizard hat (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 8 temporal Changes stats: +5 Wil Changes resistances: +18% fire / +8% darkness / +5% physical Changes damage: +10% physical / +12% fire / +13% darkness / +3% temporal Physical save: +7 (+4 eff.) Maximum hate: +7.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 131.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | wizard's steel ring of life wizard's steel ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Life regen: +0.70 Maximum life: +51.00 Healing mod.: +11% Rings can have magical properties. |
On fingers | Blindbliss BlindblissInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +22% fire / +3% light / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +15% darkness / +11% fire Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Woeburst the iron waraxe (17-23.8 power, 2 apr) Woeburst the iron waraxe (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% darkness One-handed war axes. |
On hands | alchemist's iron gauntlets of the nighthunter (0 def, 1 armour) alchemist's iron gauntlets of the nighthunter (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Damage (Melee): 4 acid / 5 fire / 4 lightning / 3 cold Changes stats: +3 Mag / +2 Wil / +1 Cun Changes resistances: +6% darkness Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Duvakalthodur the drakeskin leather armour (9 def, 16 armour) Duvakalthodur the drakeskin leather armour (9 def, 16 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+8 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +18% lightning Physical save: +14 (+7 eff.) Spell save: +9 (+5 eff.) Cut immunity: +10% Knockback immunity: +10% Life regen: +5.80 Maximum life: +62.00 Healing mod.: +18% A suit of armour made of leather. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | gold amulet 'Boltravage' gold amulet 'Boltravage'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +9% mind Changes resistances penetration: +15% lightning Changes damage: +6% mind Talent masteries: +0.22 Demented / Beyond sanity +0.22 Demented / Friend of the worm Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 305 over 5 turns) regeneration infusion of the warrior (heal 305 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Eclipsewinter EclipsewinterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes stats: +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +25% acid / +5% darkness Changes damage: +6% acid Amulets can have magical properties. |
Phlegmidol the copper amulet Phlegmidol the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Wil / +5 Cun Changes resistances: +6% nature Changes damage: +12% nature Mental save: +6 (+6 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
Sunidol the steel amulet Sunidol the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Str Changes resistances: +14% light / +11% darkness Changes resistances penetration: +5% temporal Blindness immunity: +20% Light radius: +2 Amulets can have magical properties. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 136 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's copper ring of time (+11%) savior's copper ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of purging (32-48 power, 2 apr)dwarven-steel battleaxe of purging (32-48 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of erosion (10.5-13.65 power, 5 apr)balanced iron dagger of erosion (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+4 eff.) Disarm immunity: +17% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger (11.5-14.95 power, 6 apr)balanced steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+6 eff.) Disarm immunity: +21% Sharp, short and deadly. |
Falirasus (26-41.6 power, 2 apr) Falirasus (26-41.6 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +17.0% Changes stats: +3 Mag Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed swords. |
acidic iron longsword of erosion (11-15.4 power, 2 apr) acidic iron longsword of erosion (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +5 temporal / +5 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel waraxe of dampening (11-15.4 power, 3 apr)thought-forged steel waraxe of dampening (11-15.4 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +8% acid / +9% fire / +9% cold / +8% lightning Spell save: +6 (+3 eff.) One-handed war axes. |
Cyrytha CyrythaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +3% blight / +6% cold / +3% nature / +24% fire Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Fireknight FireknightInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +20% fire Grants telepathy: Dragon Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Balugokath the linen cloak (1 def, 0 armour) Balugokath the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% arcane Changes damage: +9% blight Physical save: +3 (+2 eff.) Stamina each turn: +0.20 Maximum mana: +80.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coaldeath (2 def, 0 armour) Coaldeath (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Cun Changes resistances: +6% darkness Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samumas the Skyprophet (2 def, 0 armour) Samumas the Skyprophet (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +5% arcane / +6% fire / +15% darkness / +12% temporal Changes resistances penetration: +9% darkness Changes damage: +11% darkness / +9% lightning Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camilin (0 def, 1 armour) Camilin (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +3% blight / +6% arcane Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Sulfurpower (0 def, 4 armour) Sulfurpower (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% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes damage: +21% nature Stamina each turn: +0.60 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zanyrion (0 def, 3 armour) Zanyrion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil / +3 Con Changes resistances penetration: +6% physical Changes damage: +6% mind Critical mult.: +10.00% Physical save: +12 (+6 eff.) Mental save: +3 (+3 eff.) Maximum psi: +50.00 Mindpower: +4 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Woelord' (3 def, 1 armour) pair of rough leather boots 'Woelord' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +10% blight Changes damage: +15% darkness A pair of boots made of leather. |
Brodyruithel (0 def, 9 armour) Brodyruithel (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 physical Changes resistances: +9% mind Changes damage: +6% physical Spell save: +30 (+14 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Neretha the rough leather gloves (0 def, 1 armour) Neretha the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to disease Damage (Melee): 6 cold Damage when hit (Melee): 12 blight Changes resistances: +9% acid / +5% cold Changes damage: +6% blight / +3% cold 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. temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 6 temporal Changes stats: +3 Str Changes resistances: +5% temporal Changes damage: +3% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Salynne the dwarven-steel helm (0 def, 4 armour)Salynne the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +1% physical / +9% nature / +6% temporal Critical mult.: +10.00% Spell save: +12 (+6 eff.) Disarm immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voramiwen the linen wizard hat (7 def, 0 armour) Voramiwen the linen wizard hat (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Ranged Defense: +6 (+6 eff.) Changes stats: +3 Dex / +1 Mag Changes resistances: +16% lightning Changes damage: +11% lightning Confusion immunity: +5% Knockback immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Beredraregund' (11 def, 4 armour) cashmere wizard hat 'Beredraregund' (11 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+9 eff.) Ranged Defense: +9 (+8 eff.) Changes resistances: +6% cold / +9% temporal Mental save: +12 (+12 eff.) Equilibrium when hit: +1.20 Psi when hit: +1.20 Hate when hit: +1.40 Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +5% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% cold / +7% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Emeluvena' (0 def, 1 armour) rough leather cap 'Emeluvena' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +3% lightning / +6% darkness / +6% fire / +12% light / +5% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. steel mail armour of resilience (2 def, 6 armour)steel mail armour of resilience (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Maximum life: +28.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% A suit of armour made of leather. |
cured leather armour 'Glelaith' (2 def, 4 armour) cured leather armour 'Glelaith' (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +1 Dex / +1 Mag Changes resistances: +10% light / +12% darkness Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 A suit of armour made of leather. |
Ce'Nussra the Blindpeal (4 def, 14 armour) Ce'Nussra the Blindpeal (4 def, 14 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: +14 Defense: +4 (+4 eff.) Fatigue: +18% Changes stats: +1 Cun / +3 Mag Changes resistances: +3% darkness Changes damage: +12% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (8 def, 2 armour, 78 block)dwarven-steel shield (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
8 agate 8 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. |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Voroth' (dig speed 30 turns) iron pickaxe 'Voroth' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 16 physical Changes stats: +1 Str Changes damage: +6% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Maximum life: +46.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 30 turns) iron pickaxe of wreckage (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'Nyvea the brass lantern Ce'Nyvea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Physical save: +6 (+3 eff.) Mental save: +9 (+9 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +2 (+1 eff.) Light radius: +2 Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +20 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
garnet 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xereldathra the Sootoozer (10/17, 25-30 power, 2 apr) Xereldathra the Sootoozer (10/17, 25-30 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +11.5% Capacity: 17 On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Damage (Ranged): +12 darkness / +8 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
supercharged iron torque of kinetic psionic shield [power 35] (5/24 cooldown) supercharged iron torque of kinetic psionic shield [power 35] (5/24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Cracklerigor the yew totem of cure ailments [power 2] (5/10 cooldown) Cracklerigor the yew totem of cure ailments [power 2] (5/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +6% lightning Changes resistances penetration: +10% nature Changes damage: +15% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Xanuwe [power 25] (5/20 cooldown) Xanuwe [power 25] (5/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% nature / +3% fire Changes damage: +6% mind Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws Spell save: +16 (+8 eff.) It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
shadowy elm wand of clairvoyance [power 9] (5/6 cooldown) shadowy elm wand of clairvoyance [power 9] (5/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of trap destruction [power 23] (5/20 cooldown) supercharged elm wand of trap destruction [power 23] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (23 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Duryregas the Ghoul Writhing One level 6
8th Mirth 122nd year of Ascendancy at 04:25 see stats
By Duryregas the Ghoul Writhing One level 10
22nd Dusk 122nd year of Ascendancy at 05:33 see stats
By Duryregas the Ghoul Writhing One level 16
47th Haze 122nd year of Ascendancy at 20:13 see stats
By Duryregas the Ghoul Writhing One level 9
17th Dusk 122nd year of Ascendancy at 00:56 see stats
By Duryregas the Ghoul Writhing One level 9
19th Dusk 122nd year of Ascendancy at 15:03 see stats
By Duryregas the Ghoul Writhing One level 17
80th Haze 122nd year of Ascendancy at 14:07 see stats
By Duryregas the Ghoul Writhing One level 17
80th Haze 122nd year of Ascendancy at 21:11 see stats
Log
Something receives 75 healing from Whitehoof ghoul.
Something receives 88 healing from Broken golem.
Talent Diseased Tongue is ready to use.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Duryregas's purging blight area effect hits Minotaur mindscrew for 24 blight damage.
Duryregas's purging blight area effect hits Broken golem for 25 blight damage.
Duryregas's purging blight area effect hits Whitehoof ghoul for (24 resist armour), 0 blight (0 total damage).
Duryregas's purging blight area effect hits Whitehoof ghoul for (24 resist armour), 0 blight (0 total damage).
Duryregas's purging blight area effect hits Minotaur mindscrew for 12 blight damage.
Broken golem casts Rune: Acid Wave.
Minotaur mindscrew is disarmed!
Whitehoof ghoul shrugs off the effect 'Disarmed'!
Whitehoof ghoul shrugs off the effect 'Disarmed'!
Duryregas is disarmed!
Your shield crumbles under the damage!
The shield around Duryregas crumbles.
Broken golem hits Duryregas for (139 absorbed), 3 acid (3 total damage).
Broken golem hits Whitehoof ghoul for (62 resist armour), 12 acid (12 total damage).
Broken golem hits Whitehoof ghoul for (68 resist armour), 80 acid (80 total damage).
Broken golem hits Minotaur mindscrew for 148 acid damage.
Minotaur mindscrew stops bleeding.
Decrepitude Disease from Duryregas hits Minotaur mindscrew for 19 blight damage.
Duryregas's purging blight area effect hits Broken golem for 25 blight damage.
Duryregas's purging blight area effect hits Minotaur mindscrew for 25 blight damage.
Duryregas's purging blight area effect hits Whitehoof ghoul for (25 resist armour), 0 blight (0 total damage).
Duryregas's purging blight area effect hits Minotaur mindscrew for 12 blight damage.
Saving game...