Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Phoenix Knight |
Level / Exp | 29 / 87% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 24 on the 16th Haze 122nd year of Ascendancy at 17:51 2 / 4Killed by Lashing Tentacle at level 29 on the 49th Haze 122nd year of Ascendancy at 11:58 Killed by Grushnak, Battlemaster of the Pride at level 29 on the 49th Haze 122nd year of Ascendancy at 13:24 Killed by Grushnak, Battlemaster of the Pride at level 29 on the 49th Haze 122nd year of Ascendancy at 15:40 |
Primary Stats
Strength | 51 (base 31) |
Dexterity | 19 (base 11) |
Constitution | 47 (base 32) |
Magic | 103 (base 60) |
Willpower | 19 (base 12) |
Cunning | 32 (base 10) |
Resources
Life | 787/787 |
Essence | 100/100 |
Healing Factor | 1.7023364354647 |
Regeneration | 81.28656479344 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 5 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 208 |
Accuracy | 58 |
Crit Chance | 42% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +33% |
Cold | +25% |
Arcane | +25% |
Fire | +45% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Lightning | +25% |
Fire | +45% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 30 (50%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 10 |
Physical Save | 46 |
Spell Save | 50 |
Mental Save | 51 |
Defense: Resistances
Cold | + 7%( 60%) |
Acid | + 30%( 80%) |
Light | + 84%(110%) |
Nature | + 34%( 80%) |
Blight | + 36%( 80%) |
Physical | + 34%( 80%) |
Fire | +100%(110%) |
All | + 21%( 80%) |
Defense: Immunities
Stun Resistance | 0% |
Bleed Resistance | 55% |
Fear Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 538 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 416 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Glory Rising | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phoenix Ascendance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Burn | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The character is on guard, increasing its reaction chance by 18% On guard |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Mykalthorath the Eclipsewalker (0 def, 3 armour) Mykalthorath the Eclipsewalker (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 darkness Changes stats: +4 Wil / +4 Cun / +1 Con Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
Light source | preserving dwarven lantern of clarity preserving dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight Mental save: +9 (+3 eff.) Life regen: +8.00 Light radius: +5 See stealth: +5 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Lustredeath' (0 def, 5 armour) drakeskin leather cap 'Lustredeath' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 light Changes stats: +8 Str Changes resistances: +12% cold Changes damage: +21% light Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +3% A cap made of leather. |
Tool | supercharged yew totem of thorny skin [power 49] (24 cooldown) supercharged yew totem of thorny skin [power 49] (24 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Activation puts all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +15.00 Maximum life: +65.00 Healing mod.: +14% Rings make your fingers look great! |
Around waist | Emelalle EmelalleInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +12 Defense: +15 (+7 eff.) Changes stats: +1 Con Critical mult.: +20.00% Only die when reaching: -40.00 life Maximum life: +44.00 A belt that goes around your waist. |
In main hand | Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)Requires: - Magic 20 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
On hands | Silubrewen (0 def, 8 armour) Silubrewen (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Armour: +8 Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +5 Cun Changes resistances: +12% acid Mental save: +11 (+4 eff.) Only die when reaching: -60.00 life Maximum life: +55.00 When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 0% Dex, 0% Cun, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | restorative elven-silk cloak of Iron Throne (3 def, 0 armour) restorative elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +17% nature / +11% blight Life regen: +5.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 356 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
shielding rune of the sneak (absorb 453; dur 6; cd 16) shielding rune of the sneak (absorb 453; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 6 turns. Its effects scale with your Cunning 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
mindweaver's steel amulet of the eclipse mindweaver's steel amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 21% * 7% chance to blind Changes stats: +2 Wil Changes damage: +7% light / +7% darkness Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
Splendourspawn the gold ring Splendourspawn the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +6% light / +12% cold Blindness immunity: +22% Light radius: +3 Infravision radius: +4 See stealth: +12 See invisible: +11 Rings make your fingers look great! |
conjurer's gold ring of life conjurer's gold ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Life regen: +9.00 Maximum life: +53.00 Spellpower: +7 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+20%) rogue's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
steel ring 'Eriroddatir' steel ring 'Eriroddatir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Dex / +6 Cun / +1 Con Changes resistances: +22% lightning Changes damage: +11% lightning Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +22% Life regen: +2.00 See invisible: +6 Rings make your fingers look great! |
steel ring 'Layylrabreth' steel ring 'Layylrabreth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +1 Cun / +2 Dex Stun/Freeze immunity: +22% Life regen: +3.00 Rings make your fingers look great! |
warrior's copper ring of lightning (+20%) warrior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) Drake's Bane (45-68 power, 21 apr)Requires: - Magic 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 stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training 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 (+3 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. |
Bokabar the Chargestake (50-75 power, 2 apr) Bokabar the Chargestake (50-75 power, 2 apr)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 50.0 - 75.0 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +18.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +6% darkness Changes damage: +6% lightning Massive two-handed mauls. |
Dourbiter (78-117 power, 4 apr) Dourbiter (78-117 power, 4 apr)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 52% Damage (Melee): +20 acid / +20 darkness Damage (radius 1) on hit: +12 nature / +20 darkness Damage (radius 2) on crit: +8 nature When wielded/worn: Changes damage: +6% darkness Massive two-handed mauls. |
Erelegarab the Nimbusstrider (42-63 power, 2 apr) Erelegarab the Nimbusstrider (42-63 power, 2 apr)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 lightning Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+2 eff.) Changes stats: +6 Wil / +2 Cun / +2 Con Massive two-handed mauls. |
dwarven-steel greatmaul 'Nightspawn' (41-62 power, 2 apr) dwarven-steel greatmaul 'Nightspawn' (41-62 power, 2 apr)Requires: - Magic 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 25 Damage (Melee): +13 mind When wielded/worn: Changes stats: +5 Dex / +3 Wil / +3 Cun Changes resistances penetration: +15% darkness / +20% cold Reduces incoming crit damage: 5.00% Light radius: +1 Massive two-handed mauls. |
plaguebringer's stralite greatmaul of evisceration (55-82 power, 3 apr) plaguebringer's stralite greatmaul of evisceration (55-82 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 30 On weapon crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +14 blight When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+2 eff.) Disease immunity: +38% Massive two-handed mauls. |
Duathelzephyr the voratun greatsword (62-99 power, 4 apr) Duathelzephyr the voratun greatsword (62-99 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). Damage (radius 2) on crit: +20 darkness When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +15% temporal / +20% darkness / +25% cold Physical save: +6 (+2 eff.) Poison immunity: +20% Confusion immunity: +20% Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr) Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 180% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
enhanced voratun greatsword of erosion (60-97 power, 4 apr) enhanced voratun greatsword of erosion (60-97 power, 4 apr)Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 nature When wielded/worn: Changes stats: +13 Str / +12 Dex / +9 Mag / +10 Wil / +13 Cun / +6 Con Massive two-handed swords. |
balanced voratun mace of massacre (58-81 power, 6 apr) balanced voratun mace of massacre (58-81 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 58.0 - 81.2 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +42% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Magic 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, cold element)lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, cold element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +5 Con Changes damage: +25% cold Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Light radius: +4 Healing mod.: +11% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 165.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Emeluwyn the Blackwasp (32-44 power, 5 apr) Emeluwyn the Blackwasp (32-44 power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 darkness Damage (radius 1) on hit: +8 light / +4 darkness Damage against: +6% Living When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +11 Con / +10 Wil Changes resistances: +9% light Changes resistances penetration: +10% darkness / +5% light Maximum life: +10.00 One-handed war axes. |
elemental dwarven-steel waraxe of rage (20-29 power, 4 apr) elemental dwarven-steel waraxe of rage (20-29 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 109 fire damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +5% fire Changes damage: +7% physical / +11% fire One-handed war axes. |
Blastwell BlastwellInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +21% lightning Changes resistances penetration: +20% nature Changes damage: +3% mind Life regen: +1.20 Healing mod.: +14% A belt that goes around your waist. |
spellcowled linen cloak of the hunter (1 def, 0 armour) spellcowled linen cloak of the hunter (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +1 (+1 eff.) Fatigue: -4% Changes stats: +2 Mag / +1 Wil Spell save: +5 (+1 eff.) Maximum life: +45.00 Maximum mana: +40.00 Maximum stamina: +11.00 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 (+6 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 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 25.60 to 32.00 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. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Snowwend (0 def, 3 armour) Snowwend (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -8% Damage when hit (Melee): 6 cold Changes stats: +5 Dex / +2 Mag / +1 Wil / +7 Lck Changes resistances: +6% lightning / +7% temporal Changes damage: +15% cold Stealth bonus: +7 Maximum encumbrance: +28 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Branadradur the Flashstalker (0 def, 4 armour) Branadradur the Flashstalker (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 40% Damage when hit (Melee): 2 fire Changes damage: +12% fire Physical save: +18 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Toriruisus the Lightpiety (5 def, 15 armour)Toriruisus the Lightpiety (5 def, 15 armour) Requires: - Heavy armour training - Magic 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+3 eff.) Fatigue: +12% Changes resistances: +14% acid / +13% cold / +12% lightning / +9% fire Changes resistances penetration: +10% light Changes damage: +9% light Allows you to breathe in: water Mental save: +9 (+3 eff.) See invisible: +24 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
hardened stralite mail armour of Eyal (4 def, 15 armour) hardened stralite mail armour of Eyal (4 def, 15 armour)Requires: - Heavy armour training - Magic 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +9% acid / +7% physical / +8% fire / +9% lightning / +9% cold Life regen: +8.00 Maximum life: +26.00 Healing mod.: +15% A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Magic 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+9 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+13 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
fortifying stralite plate armour of Eyal (0 def, 13 armour) fortifying stralite plate armour of Eyal (0 def, 13 armour)Requires: - Massive armour training - Magic 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +6 Str / +4 Con Life regen: +5.00 Maximum life: +73.00 Healing mod.: +14% A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Magic 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
4 agate 4 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. |
349 alchemist agate 349 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns) woodsman's dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Mental save: +7 (+2 eff.) Light radius: +4 See stealth: +5 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
overpowered yew totem of healing [power 464] (20 cooldown) overpowered yew totem of healing [power 464] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 464 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elm wand of shielding [power 110] (20 cooldown) powerful elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
2 ametrine 2 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. |
3 citrine 3 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. |
8 zircon 8 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 shalorePhoenix the Shalore Phoenix Knight level 24
16th Haze 122nd year of Ascendancy at 01:38 see stats
By shalorePhoenix the Shalore Phoenix Knight level 23
13rd Haze 122nd year of Ascendancy at 22:25 see stats
By shalorePhoenix the Shalore Phoenix Knight level 27
26th Haze 122nd year of Ascendancy at 02:51 see stats
By shalorePhoenix the Shalore Phoenix Knight level 17
25th Dusk 122nd year of Ascendancy at 23:10 see stats
By shalorePhoenix the Shalore Phoenix Knight level 25
22nd Haze 122nd year of Ascendancy at 17:10 see stats
By shalorePhoenix the Shalore Phoenix Knight level 18
52nd Dusk 122nd year of Ascendancy at 23:52 see stats
By shalorePhoenix the Shalore Phoenix Knight level 10
9th Mirth 122nd year of Ascendancy at 22:22 see stats
By shalorePhoenix the Shalore Phoenix Knight level 20
7th Haze 122nd year of Ascendancy at 09:57 see stats
By shalorePhoenix the Shalore Phoenix Knight level 18
55th Dusk 122nd year of Ascendancy at 09:09 see stats
By shalorePhoenix the Shalore Phoenix Knight level 28
47th Haze 122nd year of Ascendancy at 03:16 see stats
By shalorePhoenix the Shalore Phoenix Knight level 27
46th Haze 122nd year of Ascendancy at 22:12 see stats
By shalorePhoenix the Shalore Phoenix Knight level 26
22nd Haze 122nd year of Ascendancy at 19:21 see stats
By shalorePhoenix the Shalore Phoenix Knight level 18
63rd Dusk 122nd year of Ascendancy at 02:01 see stats
By shalorePhoenix the Shalore Phoenix Knight level 12
6th Flare 122nd year of Ascendancy at 11:22 see stats
By shalorePhoenix the Shalore Phoenix Knight level 18
62nd Dusk 122nd year of Ascendancy at 06:59 see stats
By shalorePhoenix the Shalore Phoenix Knight level 27
24th Haze 122nd year of Ascendancy at 00:15 see stats
By shalorePhoenix the Shalore Phoenix Knight level 17
25th Dusk 122nd year of Ascendancy at 23:10 see stats
By shalorePhoenix the Shalore Phoenix Knight level 22
13rd Haze 122nd year of Ascendancy at 05:15 see stats
Log
Grushnak, Battlemaster of the Pride uses Assault.
ShalorePhoenix is recovering from the damage!
Grushnak, Battlemaster of the Pride performs a melee critical strike against shalorePhoenix!
Grushnak, Battlemaster of the Pride shrugs off the effect 'Blinded'!
Grushnak, Battlemaster of the Pride's blood frenzy intensifies!
ShalorePhoenix is dazed!
Grushnak, Battlemaster of the Pride performs a melee critical strike against shalorePhoenix!
ShalorePhoenix is not dazed anymore.
Grushnak, Battlemaster of the Pride roars triumphantly.
Grushnak, Battlemaster of the Pride shrugs off the effect 'Blinded'!
ShalorePhoenix redirects the effect 'Counterstrike'!
Grushnak, Battlemaster of the Pride resists Grushnak, Battlemaster of the Pride's 'Counterstrike'!
Grushnak, Battlemaster of the Pride's blood frenzy intensifies!
Grushnak, Battlemaster of the Pride hits shalorePhoenix for (5 shrugged off), 82 physical, (1 shrugged off), 32 cold, (13 shrugged off), 213 cold, (22 shrugged off), 358 physical, 14 acid, 11 nature, (19 shrugged off), 306 physical (1016 total damage).
Melee retaliation hits Grushnak, Battlemaster of the Pride for (1 blocked), 0 physical, (5 blocked), 0 light, (3 blocked), 0 darkness, (17 blocked), 0 fire, (1 blocked), 0 physical, (5 blocked), 0 light, (3 blocked), 0 darkness, (17 blocked), 0 fire, (1 blocked), 0 physical, (5 blocked), 0 light, (3 blocked), 0 darkness, (19 blocked), 0 fire (0 total damage).
shalorePhoenix the level 29 shalore phoenix knight was bled to death by Grushnak, Battlemaster of the Pride and mounted on the barracks wall on level 3 of Grushnak Pride.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grushnak, Battlemaster of the Pride killed shalorePhoenix!
Saving game...
Resting starts...
Talent Light of Healing is ready to use.
Talent Rune: Shielding is ready to use.
Talent Phoenix Soul is ready to use.
Talent Secrets of the Eternals is ready to use.
Talent Vitality is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Saving done.