





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Mardrop |
Class | Archmage |
Level / Exp | 15 / 34% |
Size | medium |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:45 / 8Killed by orc soldier at level 10 on the 6th Mirth 122nd year of Ascendancy at 09:35 Killed by orc necromancer at level 11 on the 10th Mirth 122nd year of Ascendancy at 06:26 Killed by Isyganor the orc necromancer at level 11 on the 10th Mirth 122nd year of Ascendancy at 08:33 Killed by orc necromancer at level 11 on the 10th Mirth 122nd year of Ascendancy at 09:08 Killed by orc necromancer at level 11 on the 10th Mirth 122nd year of Ascendancy at 09:14 Killed by orc necromancer at level 15 on the 1st Summertide 122nd year of Ascendancy at 20:49 Killed by Denifin at level 15 on the 1st Summertide 122nd year of Ascendancy at 21:05 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 19 (base 13) |
Magic | 40 (base 37) |
Willpower | 37 (base 33) |
Cunning | 16 (base 11) |
Resources
Life | -25/214 |
Mana | 224/403 |
Psi | 141/141 |
Healing Factor | 1.09375 |
Regeneration | 4.8671874991851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 2 |
See Stealth | 23 |
See Invisible | 20 |
Offense: Mainhand
Damage | 24 |
Accuracy | 6 |
Crit Chance | 12% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Fire | +30% |
Mind | +9% |
Offense: Damage Penetration
Blight | +25% |
Lightning | +15% |
Light | +25% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 27 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 24 |
Mental Save | 27 |
Defense: Resistances
Acid | + 20%( 70%) |
Nature | + 3%( 70%) |
Cold | + 27%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 23%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Air | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane elements | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Mardrop | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Quests
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +5% Infravision radius: +2 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +10 (+5 eff.) Light radius: +4 See stealth: +23 See invisible: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +3% nature / +12% cold Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 275 for 7 turns, putting all charms on cooldown for 26 turns. When used: 100% chance to regenerate 19 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% acid / +23% fire / +15% cold / +24% lightning Mindpower: +10 (+5 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+5 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +6 Str Life regen: +4.20 Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind / +16 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Defense: +13 (+7 eff.) Effects on melee hit: * 20% chance to disease * 20% chance to blind Changes resistances penetration: +25% blight Changes damage: +9% mind / +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+6 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +2 Dex / +4 Wil Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +6 It can be used to create a temporary shield that absorbs 365 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() manasurge rune of the titan (1247% regen over 10 turns; 62 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1247% for 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune of the warrior (1297% regen over 10 turns; 65 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1297% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
![]() psionicist's voratun ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+6 eff.) Rings can have magical properties. |
![]() rogue's voratun ring of darkness (+34%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Changes resistances: +34% darkness Changes damage: +17% darkness Rings can have magical properties. |
![]() hateful voratun battleaxe of massacre (67-100.5 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +17% Living Massive two-handed battleaxes. |
![]() chilling voratun dagger (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 cold Sharp, short and deadly. |
![]() flaming voratun greatmaul of erosion (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 nature / +27 temporal Burst (radius 1) on hit: +13 fire Massive two-handed mauls. |
![]() hateful voratun greatmaul of phasing (63-94.5 power, 18 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +41% Damage (Melee): +19 darkness Damage against: +7% Living Massive two-handed mauls. |
![]() voratun greatmaul of massacre (80-120 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
![]() Adylrabeth (59.5-95.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +2 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Changes stats: +3 Con Changes resistances penetration: +17% acid / +21% fire / +20% cold / +23% lightning Changes damage: +6% blight Critical mult.: +26.00% Maximum life: +10.00 Massive two-handed swords. |
![]() arcing voratun greatsword of massacre (76.5-122.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.5 - 122.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Massive two-handed swords. |
![]() Eilinona Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +6 acid Burst (radius 2) on crit: +2 physical When wielded/worn: Ammo reloads per turn: +5 Changes stats: +8 Mag Changes resistances penetration: +85% physical / +15% temporal Changes damage: +41% physical / +11% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Critical mult.: +15.00% Maximum life: +20.00 Damage Shield penetration: +68% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() balanced stralite longsword of persecution (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage against: +17% Unnatural When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +9 (+5 eff.) Changes stats: +4 Wil Disarm immunity: +42% Sharp, long, and deadly. |
![]() insidious voratun longsword of massacre (53-74.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +40 insidious poison Sharp, long, and deadly. |
![]() thought-forged voratun longsword of erosion (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +6 nature / +18 mind / +11 temporal When wielded/worn: Changes stats: +4 Cun / +2 Wil Sharp, long, and deadly. |
![]() chilling voratun mace of massacre (55-77 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 cold Blunt and deadly. |
![]() insidious voratun mace (47.5-66.5 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +29 insidious poison Blunt and deadly. |
![]() creative living mindstar of balance (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +14.00% Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar of life (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +0.90 Maximum life: +20.00 Mindpower: +21 (+10 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar of life (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +6% nature Disease immunity: +14% Life regen: +1.10 Maximum life: +30.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. rusted voratun ritual blade of illumination (25-32.5 power, 9 apr)rusted voratun ritual blade of illumination (25-32.5 power, 9 apr) Requires: - Magic 38 - Dexterity 38 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / ritual blade ; tier 5 Base power: 25.0 - 32.5 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +6 blinding light Damage conversion: 16% acid When wielded/worn: Defense: +8 (+4 eff.) Changes damage: +12% acid Spell crit. chance: +10% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 5.2 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 10 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 4 turns. At level 4, it also deals 125.84 light damage. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. cruel voratun sceptre of time (40-56 power, 6 apr)cruel voratun sceptre of time (40-56 power, 6 apr) Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +24 temporal When wielded/worn: Physical crit. chance: +10.0% Changes damage: +16% temporal Critical mult.: +15.00% Spellpower: +15 (+5 eff.) Blunt and deadly. |
![]() fungal reinforced leather sling of power Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +14% physical Changes damage: +14% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 166 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() fungal reinforced leather sling of power Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +14% physical Changes damage: +12% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 192 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() cruel dragonbone magestaff of illumination (30-36 power, 6 apr, cold element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Defense: +11 (+6 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 91.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel dragonbone starstaff of paradox (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Physical crit. chance: +13.0% Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood starstaff of power (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +7% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +6 (+6 eff.) Spellpower: +22 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone starstaff of might (37-44.4 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% temporal Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone starstaff of projection (38-45.6 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +38% darkness Talent granted: +1 Command Staff Spellpower: +21 (+7 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 26.08 to 31.30 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering dragonbone vilestaff of power (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Mana each turn: +0.29 Maximum mana: +87.00 Spellpower: +34 (+11 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood magestaff of might (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +61.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing voratun waraxe of massacre (48-67.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning One-handed war axes. |
![]() insidious stralite waraxe of massacre (41.5-58.1 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +25 insidious poison One-handed war axes. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of corrosion (+25%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +25% acid Changes damage: +17% acid Mental save: +19 (+9 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +13% blight Mental save: +28 (+13 eff.) Life regen: +4.20 Maximum life: +70.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of corrosion (+21%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Effects when hit in melee: * Slows global speed by 7% * 7 arcane resource burn Changes resistances: +21% acid Changes damage: +14% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() miner's pair of voratun boots of tirelessness (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Stamina each turn: +0.80 Maximum stamina: +35.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() drakeskin leather cap 'Xudatha' (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): 8 mind Changes stats: +10 Con Changes resistances: +15% mind Changes resistances penetration: +20% arcane Changes damage: +21% arcane / +12% mind A cap made of leather. |
![]() elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() voratun helm of strength (+4) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rejuvenating stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +27% fire Life regen: +4.40 Stamina each turn: +1.30 A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of cold resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +23% cold Life regen: +6.90 Stamina each turn: +2.20 A suit of armour made of mail. |
![]() cleansing drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +12% blight / +23% fire / +13% nature A suit of armour made of leather. |
![]() prismatic drakeskin leather armour of resilience (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +14% light / +12% darkness Maximum life: +56.00 A suit of armour made of leather. |
![]() rejuvenating stralite plate armour of clarity (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes resistances: +9% mind Mental save: +22 (+11 eff.) Life regen: +4.80 Stamina each turn: +1.20 A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Changes resistances: +20% lightning Life regen: +3.70 Stamina each turn: +1.50 A suit of armour made of metal plates. |
![]() spiked stralite plate armour of resilience (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 14 physical Maximum life: +30.00 A suit of armour made of metal plates. |
![]() spiked voratun plate armour of stability (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Changes resistances: +9% physical Physical save: +18 (+14 eff.) A suit of armour made of metal plates. |
![]() acidic voratun shield of fire resistance (+22%) (12 def, 3 armour, 201.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 27 acid Changes resistances: +22% fire Talent granted: +5 Block Handheld deflection devices. |
![]() icy voratun shield of cold resistance (+19%) (12 def, 3 armour, 199.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 17 ice Changes resistances: +19% cold Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. focussing marble wardstone of acid wardingfocussing marble wardstone of acid warding Requires: - Magic 30 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Wil Changes resistances: +17% acid Reduce damage by fixed amount: +5 all Maximum wards: +3 acid Changes damage: +15% acid Talent granted: +3 Ward Psi each turn: +1.20 Maximum psi: +51.00 Slows Projectiles: +30% Handheld warding devices |
![]() arcing quiver of dragonbone arrows of daylight (23/23, 57-79.8 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +27 lightning / +18 light Damage against: +21% Undead Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of dragonbone arrows of accuracy (19/19, 51-71.4 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() miner's voratun pickaxe (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() soldier's voratun pickaxe (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() quick dragonbone totem of thorny skin [power 47] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 70%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
![]() defiled dragonbone wand of conjuration [power 481] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +13.00 It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() shadowy dragonbone wand of clairvoyance [power 15] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 15, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Denifin the Mardrop Archmage level 10
74th Pyre 122nd year of Ascendancy at 12:57 see stats
By Denifin the Mardrop Archmage level 12
10th Mirth 122nd year of Ascendancy at 18:03 see stats
By Denifin the Mardrop Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:26 see stats
By Denifin the Mardrop Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:26 see stats
By Denifin the Mardrop Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:26 see stats
Log
Denifin casts Flameshock.
The Eidolon shrugs off the effect 'Burning Shock'!
Burning from Denifin hits The Eidolon for 0 fire damage.
Denifin's cleansing fire area effect hits Denifin for 38 fire damage.
Denifin's cleansing fire area effect hits The Eidolon for 0 fire damage.
Talent Fireflash is ready to use.
Denifin casts Chain Lightning.
Denifin hits The Eidolon for 0 lightning damage.
Burning from Denifin hits The Eidolon for 0 fire damage.
Denifin's cleansing fire area effect hits Denifin for 38 fire damage.
Denifin's cleansing fire area effect hits The Eidolon for 0 fire damage.
Talent Flame is ready to use.
Denifin casts Lightning.
Denifin's spell attains critical power!
Denifin hits The Eidolon for 0 lightning damage.
The Eidolon stops burning.
Denifin's cleansing fire area effect hits Denifin for 38 fire damage.
Denifin's cleansing fire area effect hits The Eidolon for 0 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Denifin's cleansing fire area effect hits Denifin for 38 fire damage.
Denifin's cleansing fire area effect hits The Eidolon for 0 fire damage.
Talent Rune: Shielding is ready to use.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Saving game...