Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 20 / 27% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 11 on the 8th Flare 122nd year of Ascendancy at 05:44 3 / 3Killed by snow giant boulder thrower at level 20 on the 56th Haze 122nd year of Ascendancy at 18:33 Killed by Blocky McFacesmasher II at level 20 on the 56th Haze 122nd year of Ascendancy at 18:37 |
Primary Stats
Strength | 54 (base 35) |
Dexterity | 39 (base 32) |
Constitution | 46 (base 32) |
Magic | 12 (base 10) |
Willpower | 34 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 822/822 |
Mana | 354/354 |
Stamina | 237/237 |
Healing Factor | 1.2567804250993 |
Regeneration | 7.1008094018111 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 15.703251193202 |
See Invisible | 15.703251193202 |
Offense: Mainhand
Damage | 49 |
Accuracy | 54 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +22% |
Darkness | +6% |
Light | +6% |
Cold | +15% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | 46.317011280365 (72.903125182002%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 26 |
Physical Save | 42 |
Spell Save | 28 |
Mental Save | 24 |
Defense: Resistances
Blight | + 15%( 70%) |
Physical | + 11%( 70%) |
Cold | + 61%( 70%) |
All | + 10%( 70%) |
Lightning | + 26%( 70%) |
Light | + 21%( 70%) |
Darkness | + 31%( 70%) |
Fire | + 24%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | miner's pair of iron boots of speed (0 def, 4 armour) miner's pair of iron boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dourpride the brass lantern =Resist/+Life= Dourpride the brass lantern =Resist/+Life=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +9% lightning / +6% fire / +3% darkness / +1% physical Changes damage: +6% darkness Maximum life: +44.00 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Daysmasher (0 def, 3 armour) Daysmasher (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +13 (+5 eff.) Armour: +3 Damage (Melee): 7 acid / 7 fire / 6 cold / 6 lightning Changes stats: +4 Str / +4 Mag / +2 Wil Life regen: +5.40 Stamina each turn: +0.80 Psi each turn: +0.12 Only die when reaching: -60.00 life Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Salota the Blindlore [power 100] (8/15 cooldown) Salota the Blindlore [power 100] (8/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +8 Str / +2 Dex Changes damage: +6% light Stamina each turn: +3.00 Mental crit. chance: +1% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's steel ring of power titan's steel ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Con Physical save: +4 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 14.24 cold and 15.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 8/60. This azure ring seems to be always moist to the touch. |
Around neck | insulating steel amulet =Cold/Fire= insulating steel amulet =Cold/Fire=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
In main hand | steel waraxe 'Lightcut' (101% power, 3 apr) =Light/Lightning/Undead= steel waraxe 'Lightcut' (101% power, 3 apr) =Light/Lightning/Undead=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light Damage (radius 2) on crit: +8 fire Damage against: +9% Undead When wielded/worn: Changes resistances: +12% light / +9% lightning Knockback immunity: +20% One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 128% power, 60 block) =Cold/Dark/Nature= Wrathroot's Barkwood (9 def, 10 armour, 128% power, 60 block) =Cold/Dark/Nature=Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 128% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Carrionbliss' (17 def, 11 armour) steel mail armour 'Carrionbliss' (17 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +17 (+8 eff.) Fatigue: +12% Changes resistances: +6% nature Changes resistances penetration: +5% mind Changes damage: +12% physical Only die when reaching: -20.00 life Mental crit. chance: +3% A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 565%; cd 14) movement infusion of the warrior (speed 565%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
blink rune of the warrior (range 6; phase 16; cd 14) blink rune of the warrior (range 6; phase 16; cd 14)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 74; cd 18) shatter afflictions rune of the warrior (absorb 74; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of cunning (+4) =Blight/Nature= cleansing steel amulet of cunning (+4) =Blight/Nature=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% nature / +14% blight Poison immunity: +22% Disease immunity: +20% Amulets make your neck look great! |
stabilizing copper amulet of strength (+2) =Temporal= stabilizing copper amulet of strength (+2) =Temporal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
copper ring of nature (+22%) =Nature= copper ring of nature (+22%) =Nature=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
rogue's steel ring of darkness (+24%) =Darkness= rogue's steel ring of darkness (+24%) =Darkness=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! |
savior's copper ring of light (+22%) savior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel ring of sensing =Invisible= steel ring of sensing =Invisible=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
titan's steel ring of fire (+22%) =Fire= titan's steel ring of fire (+22%) =Fire=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. chilling steel dagger of phasing (104% power, 13 apr)chilling steel dagger of phasing (104% power, 13 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +6 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (103% power, 6 apr)steel dagger (103% power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 103% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Spectral Blade (130% power, 25 apr) =Mana= Spectral Blade (130% power, 25 apr) =Mana=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. Power: 130% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 (+4 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. |
This item will automatically be transmogrified when you leave the level. arcing iron longsword of the mystic (105% power, 2 apr)arcing iron longsword of the mystic (105% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage When wielded/worn: Changes stats: +2 Mag / +1 Wil Spellpower: +6 (+4 eff.) Sharp, long, and deadly. |
warbringer's steel longsword of daylight (116% power, 3 apr) =Undead= warbringer's steel longsword of daylight (116% power, 3 apr) =Undead=Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +8% Undead When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +8% physical Disarm immunity: +12% Sharp, long, and deadly. |
truestriking steel waraxe of massacre (119% power, 3 apr) truestriking steel waraxe of massacre (119% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
Ce'Nimirin =Blight/Acid= Ce'Nimirin =Blight/Acid=Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +1% physical / +12% blight Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Life regen: +4.00 Maximum life: +20.00 A belt that goes around your waist. |
thick linen cloak of Iron Throne (1 def, 5 armour) =Cold= thick linen cloak of Iron Throne (1 def, 5 armour) =Cold=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) =Cold= Silk Current (12 def, 0 armour) =Cold=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+4 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
shimmering linen robe of darkness (+15%) (0 def, 0 armour) =Arcane= shimmering linen robe of darkness (+15%) (0 def, 0 armour) =Arcane=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness / +7% all Changes damage: +10% darkness / +11% arcane Maximum mana: +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets of butchering (0 def, 2 armour) =Blight= dwarven-steel gauntlets of butchering (0 def, 2 armour) =Blight=Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +7% blight Spell save: +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of dexterity (+2) (0 def, 1 armour) =Disarm= steady iron gauntlets of dexterity (+2) (0 def, 1 armour) =Disarm=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of the depths (0 def, 1 armour) =Waterbreathing= grounding rough leather cap of the depths (0 def, 1 armour) =Waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% cold / +6% temporal Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. linen wizard hat of balance (1 def, 0 armour)linen wizard hat of balance (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Equilibrium when hit: +0.70 Psi when hit: +0.70 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of the Brotherhood (1 def, 0 armour)linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Con Changes damage: +7% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
prismatic rough leather cap of constitution (+3) (0 def, 1 armour) =Light/Dark= prismatic rough leather cap of constitution (+3) (0 def, 1 armour) =Light/Dark=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +11% light / +10% darkness A cap made of leather. |
prismatic steel mail armour of stability (2 def, 6 armour) =Light/Dark= prismatic steel mail armour of stability (2 def, 6 armour) =Light/Dark=Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% physical / +11% light / +11% darkness Physical save: +10 (+3 eff.) A suit of armour made of mail. |
radiant rough leather armour of cold resistance (3 def, 2 armour) =Cold/Blight= radiant rough leather armour of cold resistance (3 def, 2 armour) =Cold/Blight=Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +2 Wil Changes resistances: +11% blight / +16% cold / +11% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing steel plate armour of lightning resistance (0 def, 9 armour)cleansing steel plate armour of lightning resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +11% blight / +11% nature / +18% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour (0 def, 14 armour)impenetrable steel plate armour (0 def, 14 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% A suit of armour made of metal plates. |
iron plate armour of fire resistance (0 def, 7 armour) =Fire= iron plate armour of fire resistance (0 def, 7 armour) =Fire=Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
Glemilessra the steel shield (0 def, 4 armour, 110% power, 39.5 block) =Arcane/Blight= Glemilessra the steel shield (0 def, 4 armour, 110% power, 39.5 block) =Arcane/Blight=Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Fatigue: +8% Changes stats: +2 Str / +4 Dex / +2 Wil Changes resistances: +20% arcane / +9% blight Talent granted: +1 Block Equilibrium when hit: +0.08 Handheld deflection devices. |
flaming dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 137% power, 81.5 block) =Lightning= flaming dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 137% power, 81.5 block) =Lightning=Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +81 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 4 fire Changes resistances: +18% lightning Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of fire resistance (+15%) (0 def, 4 armour, 100% power, 47.5 block) =Fire= reinforced iron shield of fire resistance (+15%) (0 def, 4 armour, 100% power, 47.5 block) =Fire=Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +47 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+15%) (0 def, 3 armour, 98% power, 37 block) =Lightning= reinforced iron shield of lightning resistance (+15%) (0 def, 3 armour, 98% power, 37 block) =Lightning=Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 98% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +37 When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
6 aquamarine 6 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. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scaldwither the iron pickaxe (dig speed 29 turns) =Dark/Temporal/Fire= Scaldwither the iron pickaxe (dig speed 29 turns) =Dark/Temporal/Fire=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% temporal / +6% fire / +12% darkness / +5% arcane Changes resistances penetration: +10% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
iron torque of mindblast [power 105] (8/15 cooldown) iron torque of mindblast [power 105] (8/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (8/30 cooldown) supercharged steel torque of clear mind [power 2] (8/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (8/15 cooldown) elm totem of healing [power 116] (8/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
elm wand of clairvoyance [power 9] (8/15 cooldown) elm wand of clairvoyance [power 9] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of shielding [power 170] (8/20 cooldown) extending ash wand of shielding [power 170] (8/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 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 the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine 8 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. |
7 citrine 7 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. |
2 zircon 2 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 Blocky McFacesmasher II the Thalore Bulwark level 18
17th Haze 122nd year of Ascendancy at 19:51 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 19
55th Haze 122nd year of Ascendancy at 12:54 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 19
49th Haze 122nd year of Ascendancy at 04:39 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 10
7th Mirth 122nd year of Ascendancy at 18:25 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 20
55th Haze 122nd year of Ascendancy at 18:37 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 11
1st Summertide 122nd year of Ascendancy at 16:20 see stats
By Blocky McFacesmasher II the Thalore Bulwark level 20
56th Haze 122nd year of Ascendancy at 18:37 see stats
Log
Snow giant boulder thrower is knocked back!
Snow giant boulder thrower is knocked back!
You collect a new ingredient: snow giant kidney (1).
Snow giant thunderer resists the wave!
Snow giant is knocked back!
Blocky McFacesmasher II's tidal wave hits Snow giant for 7 cold, 12 physical (19 total damage).
Blocky McFacesmasher II's tidal wave hits Snow giant boulder thrower for 7 cold, 12 physical (19 total damage).
Blocky McFacesmasher II's tidal wave hits Snow giant boulder thrower for 7 cold, 12 physical (19 total damage).
Blocky McFacesmasher II's tidal wave hits Snow giant boulder thrower for 7 cold, 12 physical, 7 cold, 12 physical (38 total damage).
Blocky McFacesmasher II's tidal wave hits Snow giant thunderer for 7 cold, 12 physical (19 total damage).
Blocky McFacesmasher II prepares for the next kill!
Blocky McFacesmasher II's tidal wave killed Snow giant boulder thrower!
Something hurls a huge boulder at Blocky McFacesmasher II!
Blocky McFacesmasher II resists the knockback!
Snow giant chieftain feels pain again.
Something hits Blocky McFacesmasher II for 163 physical damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Blocky McFacesmasher II!
Blocky McFacesmasher II resists the knockback!
Snow giant boulder thrower hits Blocky McFacesmasher II for 168 physical damage.
Blocky McFacesmasher II the level 20 thalore bulwark was maimed to death by a snow giant boulder thrower on level 2 of Daikara.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Snow giant boulder thrower killed Blocky McFacesmasher II!
Saving game...
Saving done.
Blocky McFacesmasher II prepares for the next kill!
Personal New Achievement: Utterly Destroyed!