Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Sun Paladin |
Level / Exp | 22 / 7% |
Size | small |
Lifes / Deaths | Killed by Xethra the maulotaur at level 22 on the 24th Haze 122nd year of Ascendancy at 02:48 / 1 |
Primary Stats
Strength | 49 (base 39) |
Dexterity | 8 (base 10) |
Constitution | 9 (base 10) |
Magic | 51 (base 43) |
Willpower | 40 (base 23) |
Cunning | 14 (base 10) |
Resources
Life | -186/555 |
Positive | 43/113 |
Stamina | 117/253 |
Healing Factor | 1.1099722076361 |
Regeneration | 12.487187335906 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 96 |
Accuracy | 33 |
Crit Chance | 10% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Darkness | +3% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 44.36174050493 (81.898876157654%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 22 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 30 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Darkness | + 17%( 70%) |
Light | + 13%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 5%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Silence Resistance | 54% |
Disarm Resistance | 25% |
Knockback Resistance | 62% |
Confusion Resistance | 100% |
Stun Resistance | 40% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 472 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
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 repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * You've found the needed ritch stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 length of troll intestine. * You've found the needed electric eel tail. | 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 within20 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Chamoladunakhad' (0 def, 4 armour) pair of dwarven-steel boots 'Chamoladunakhad' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 arcane Changes resistances: +5% fire / +7% cold Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +20% Stamina each turn: +0.50 Maximum stamina: +15.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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 | linen wizard hat 'Radianceslicer' (1 def, 0 armour) linen wizard hat 'Radianceslicer' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% light Changes damage: +9% light Light radius: +1 Infravision radius: +4 See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 34% and attempts to push all creatures other than yourself out of its radius, inflicting 7.33 light damage and 6.93 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Olysarach OlysarachPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Mental save: +5 (+2 eff.) Disarm immunity: +25% Confusion immunity: +23% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +22.00 Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
On fingers | copper ring of life copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +45.00 Healing mod.: +12% Rings make your fingers look great! |
Around waist | Breezequencher the rough leather belt Breezequencher the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +3 Wil Mental save: +6 (+3 eff.) Psi when hit: +0.04 Maximum life: +44.00 Maximum psi: +10.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
In main hand | Drake's Bane (45-68 power, 21 apr) Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | Murkriver (0 def, 9 armour) Murkriver (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +7 (+3 eff.) Armour: +9 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +6% darkness Changes damage: +3% darkness Stamina each turn: +1.00 When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Layumira the Rainbright (0 def, 20 armour) Layumira the Rainbright (0 def, 20 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +6% acid / +9% cold / +26% lightning Changes resistances penetration: +5% cold Changes damage: +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Cloak | Durudan (1 def, 0 armour) Durudan (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: +1 Str / +2 Con Life regen: +2.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -20.00 life Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Runotir the steel amulet Runotir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce armor by 30% Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +3% mind / +13% light / +11% darkness Blindness immunity: +21% Life regen: +2.00 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 56; cd 15) healing infusion of the duelist (heal 56; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 nature talent. |
healing infusion of the sneak (heal 79; cd 13) healing infusion of the sneak (heal 79; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
healing infusion of the warrior (heal 148; cd 10) healing infusion of the warrior (heal 148; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the duelist (speed 499%; cd 8) movement infusion of the duelist (speed 499%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 nature talent. |
regeneration infusion of the sneak (heal 151; 15 cd) regeneration infusion of the sneak (heal 151; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 151 life over 5 turns. Its effects scale with your Cunning 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 nature talent. |
wild infusion of the warrior (res 26%; physical; dur 2; cd 12) wild infusion of the warrior (res 26%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; magical, mental; dur 4; cd 14) wild infusion of the wizard (res 26%; magical, mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 magical and mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
acid wave rune of the wizard (damage 142; dur 4; cd 20) acid wave rune of the wizard (damage 142; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 142.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
biting gale rune of the duelist (damage 149; dur 4; cd 23) biting gale rune of the duelist (damage 149; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 149.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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 spell talent. |
biting gale rune of the warrior (damage 146; dur 4; cd 17) biting gale rune of the warrior (damage 146; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 146.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength 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 spell talent. |
shatter afflictions rune (absorb 24; cd 16) shatter afflictions rune (absorb 24; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 18) shatter afflictions rune (absorb 20; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 206; dur 3; cd 16) shielding rune of the wizard (absorb 206; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 3 turns. 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 spell talent. |
Chalerodehell the Shimmerwild Chalerodehell the ShimmerwildInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes damage: +3% lightning / +6% mind Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Dawnstun the copper amulet Dawnstun the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% mind / +24% light / +11% darkness Blindness immunity: +23% Maximum psi: +10.00 Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
Belerin the Searhue Belerin the SearhueCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 4 fire Changes stats: +1 Cun Changes resistances: +6% cold Changes damage: +3% mind / +9% fire Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Cinderrigor CinderrigorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +1 Str / +3 Con Changes resistances: +5% arcane / +3% blight Changes damage: +6% fire Spell save: +11 (+5 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
Elatta the copper ring Elatta the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +15 (+5 eff.) Changes stats: +1 Dex / +3 Con Changes resistances: +6% mind Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
copper ring 'Prismsnake' copper ring 'Prismsnake'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +3 Cun / +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +10.00% Mental crit. chance: +1% Rings make your fingers look great! |
copper zircon ring copper zircon ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 6 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 20 Damage (Ranged): 5 physical Changes stats: +2 Cun Changes resistances: +1% all Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Infernotide' steel ring 'Infernotide'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% lightning / +3% blight / +24% acid Changes damage: +11% lightning / +3% fire / +12% acid Spell save: +3 (+1 eff.) Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +20.00 Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+14 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Silimina (36-54 power, 2 apr) Silimina (36-54 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.0 - 54.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 66 lightning damage (1/turn) Damage (Melee): +4 mind When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +9 (+9 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +7% lightning / +5% temporal Changes damage: +9% lightning Disarm immunity: +35% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Charpulverizer the iron longsword (12-16 power, 3 apr) Charpulverizer the iron longsword (12-16 power, 3 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (radius 1) on hit: +12 fire When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +8 Con / +6 Wil Maximum life: +15.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Ashfiend (20-24 power, 4 apr, lightning element)Ashfiend (20-24 power, 4 apr, lightning 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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +4 Dex Changes resistances penetration: +10% fire Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.21 Maximum mana: +66.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Infravision radius: +1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, fire element)yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Eledatta the rough leather belt Eledatta the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +14 (+13 eff.) Changes resistances: +6% acid / +3% darkness Critical mult.: +10.00% Stealth bonus: +6 Spell save: +3 (+1 eff.) A belt that goes around your waist. |
Layemirin the rough leather belt Layemirin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +3 Dex / +2 Mag Changes resistances penetration: +25% acid Life regen: +0.80 Only die when reaching: -20.00 life Healing mod.: +11% A belt that goes around your waist. |
Ravenwrecker the rough leather belt Ravenwrecker the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances: +5% arcane Stealth bonus: +6 A belt that goes around your waist. |
noble's rough leather belt noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +17% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
rough leather belt 'Duathelfoe' rough leather belt 'Duathelfoe'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +10% mind Changes damage: +15% darkness Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 Mindpower: +3 (+1 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of the vagrantrough leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce'Nutira (1 def, 0 armour) Ce'Nutira (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes damage: +3% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum life: +31.00 Maximum psi: +20.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venomtide (1 def, 0 armour) Venomtide (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: +5 Dex / +4 Cun / +1 Con Changes resistances: +3% nature Changes damage: +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour) linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+12 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 26.40 to 33.00 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Bikalthogrim the Nimbusedge (0 def, 3 armour) Bikalthogrim the Nimbusedge (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +5% arcane Changes damage: +3% arcane Critical mult.: +5.00% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashlord (0 def, 1 armour) Flashlord (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +3 Wil / +3 Cun / +6 Lck Changes resistances: +3% temporal Changes resistances penetration: +10% lightning Changes damage: +6% lightning Stealth bonus: +6 Psi when hit: +0.04 A pair of boots made of leather. |
pair of rough leather boots 'Guniledar' (0 def, 3 armour) pair of rough leather boots 'Guniledar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +3 Wil Changes damage: +3% physical Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +10 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
pair of rough leather boots 'Thundertouch' (0 def, 1 armour) pair of rough leather boots 'Thundertouch' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +2 Str / +1 Wil / +4 Cun Changes resistances: +6% fire / +5% cold Changes resistances penetration: +10% lightning A pair of boots made of leather. |
Armorim (0 def, 3 armour) Armorim (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Mag / +2 Wil / +8 Con Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +6 A cap made of leather. |
Flashbloom the rough leather cap (0 def, 1 armour) Flashbloom the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex Changes damage: +3% nature / +6% lightning Reduces incoming crit damage: 15.00% Light radius: +2 A cap made of leather. |
Fogstrider (0 def, 1 armour) Fogstrider (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +2 Cun / +2 Con Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +6% darkness Infravision radius: +1 A cap made of leather. |
Isemivea the Ebonytide (1 def, 0 armour) Isemivea the Ebonytide (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +4 Mag Changes resistances: +3% darkness / +16% fire Changes damage: +11% fire Psi when hit: +0.12 Maximum psi: +10.00 Infravision radius: +1 A pointy cloth hat, very wizardly... |
Lelanarigund the rough leather cap (0 def, 1 armour) Lelanarigund the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Dex Changes resistances: +5% arcane Changes damage: +3% blight Critical mult.: +15.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cap made of leather. |
iron helm 'Velerevena' (15 def, 13 armour) iron helm 'Velerevena' (15 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Defense: +15 (+14 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Dex / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Rimereek' (1 def, 0 armour) linen wizard hat 'Rimereek' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +5 Wil Changes resistances: +3% cold Reduces incoming crit damage: 10.00% Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% See invisible: +9 A pointy cloth hat, very wizardly... |
iron plate armour 'Snowtrail' (0 def, 7 armour) iron plate armour 'Snowtrail' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +5 Mag / +2 Wil / +2 Con Changes resistances: +20% cold Changes resistances penetration: +5% mind Infravision radius: +1 A suit of armour made of metal plates. |
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. |
217 alchemist agate 217 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. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 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 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cinderspire CinderspireInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 2 fire Changes stats: +1 Str / +1 Dex / +4 Wil / +3 Con Changes damage: +6% mind Maximum stamina: +30.00 Light radius: +3 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. |
preserving brass lantern of focus preserving brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +2 Con Changes resistances: +6% blight Changes damage: +6% mind Life regen: +2.00 Light radius: +3 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 (+5 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 7 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 20% 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Delondur the iron torque of gale force [power 105] (27/15 cooldown) Delondur the iron torque of gale force [power 105] (27/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Changes stats: +1 Con Reduces incoming crit damage: 10.00% Spell save: +9 (+4 eff.) Light radius: +1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Shaderipper [power 215] (27/15 cooldown) Shaderipper [power 215] (27/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Mag / +7 Wil / +2 Con Changes resistances penetration: +15% darkness Changes damage: +3% darkness Infravision radius: +3 It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 215 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Cyritira the elm totem of healing [power 110] (27/15 cooldown) Cyritira the elm totem of healing [power 110] (27/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Dex Changes damage: +9% physical Critical mult.: +5.00% Stamina each turn: +3.00 Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
14 citrine 14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 FALL OF THE WAY the Yeek Sun Paladin level 18
10th Haze 122nd year of Ascendancy at 05:06 see stats
By FALL OF THE WAY the Yeek Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 15:42 see stats
By FALL OF THE WAY the Yeek Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 22:33 see stats
By FALL OF THE WAY the Yeek Sun Paladin level 9
9th Mirth 122nd year of Ascendancy at 01:27 see stats
By FALL OF THE WAY the Yeek Sun Paladin level 13
5th Dusk 122nd year of Ascendancy at 23:15 see stats
By FALL OF THE WAY the Yeek Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 23:42 see stats
Log
FALL OF THE WAY casts Healing Light.
FALL OF THE WAY receives 160 healing.
Talent Infusion: Healing is ready to use.
FALL OF THE WAY uses Infusion: Healing.
FALL OF THE WAY receives 153 healing from Infusion: Healing.
Xethra the maulotaur casts Flame.
FALL OF THE WAY is on fire!
FALL OF THE WAY is wasting away.
Melee retaliation hits Xethra the maulotaur for 9 light, 2 mind, 2 arcane, 9 light, 1 mind, 2 arcane (24 total damage).
Xethra the maulotaur hits FALL OF THE WAY for 64 physical, 4 darkness, 44 darkness, 83 fire, 25 physical, 42 darkness, 52 lightning (314 total damage).
Talent Rune: Shielding is ready to use.
Burning from Xethra the maulotaur hits FALL OF THE WAY for 29 fire damage.
FALL OF THE WAY casts Rune: Shielding.
A shield forms around FALL OF THE WAY.
FALL OF THE WAY uses Stunning Blow.
FALL OF THE WAY misses Xethra the maulotaur.
FALL OF THE WAY misses Xethra the maulotaur.
Xethra the maulotaur is less thorny now.
Xethra the maulotaur uses Flurry.
Xethra the maulotaur performs a melee critical strike against FALL OF THE WAY!
Xethra the maulotaur casts Flame.
Xethra the maulotaur's spell attains critical power!
Your shield crumbles under the damage!
The shield around FALL OF THE WAY crumbles.
Melee retaliation hits Xethra the maulotaur for 9 light, 2 mind, 2 arcane, 9 light, 1 mind, 2 arcane, 9 light, 1 mind, 2 arcane, 9 light, 1 mind, 2 arcane, 9 light, 2 mind, 2 arcane, 9 light, 2 mind, 2 arcane (72 total damage).
Xethra the maulotaur hits FALL OF THE WAY for (35 absorbed), 0 physical, (4 absorbed), 0 darkness, (44 absorbed), 0 darkness, (19 absorbed), 0 physical, (42 absorbed), 0 darkness, (50 absorbed), 0 lightning, (37 absorbed), 0 physical, (4 absorbed), 0 darkness, (44 absorbed), 0 darkness, (151 absorbed), 0 fire, (17 absorbed), 0 physical, (14 absorbed), 28 darkness, 52 lightning (79 total damage).
FALL OF THE WAY the level 22 yeek sun paladin was bolted to death by Xethra the maulotaur on level 1 of The Maze.