










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | ZOmnibus Lite 1.6.0Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 18 / 70% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 18 on the 28th Wealth 122nd year of Ascendancy at 16:22 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 21) |
| Dexterity | 36 (base 32) |
| Constitution | 51 (base 21) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 43 (base 32) |
Resources
| Life | -140/776 |
| Stamina | 197/198 |
| Healing Factor | 1.5782805429865 |
| Regeneration | 88.129716629949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 31.388749514228 |
Offense: Barehand
| Damage | 48 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 22 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Temporal | +9% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.474937453003 (50%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 8 |
| Physical Save | 47 |
| Spell Save | 42 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Pugilism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
| beneficial effect | A flow of life spins around the target, regenerating 49.28 life per turn. Regeneration |
| beneficial effect | You gain 21% resistance against lightning. Resolve |
| beneficial effect | The target's skin turns to stone, granting 17 armour, 21 physical save and 21 spell save. Dwarven Resilience |
| detrimental effect | The target is in the center of a lightning hurricane, doing 35.06 to 105.18 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the temporal explorer from death by Hallowed Ghost. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of squid ink. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | [vs. Wanderer's Rest (4 def, 0 armour) (On feet)]Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) (-) Fatigue: -10% (-) Changes stats: +3(-) Dex Changes resistances: +5%(-) physical Talent masteries: +0.20(-) Psionic / Augmented mobility Pinning immunity: +100% (-) Movement speed: +10% (-) It can be used to activate talent Telekinetic Leap (costing 20 power out of 6/20) : Effective talent level: 3.6 Power cost: 20 out of 6/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.0% (-) Attack speed: 125% (-) When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10(-) fire Damage conversion: 100%(-) fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.91 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]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 masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+4 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]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: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)]savior's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) fire Changes damage: +10%(-) fire Physical save: +7 (+2 eff.) (-) Spell save: +7 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)]steel ring 'Cyrewyn' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +9% darkness / +0%(-20%) fire Changes damage: +0%(-10%) fire / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +10% Teleport immunity: +20% Maximum life: +40.00 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. gold amulet 'Uresta' (Around neck)]gold amulet 'Uresta' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage (Melee): 0(-20) item expose Changes stats: +4(-) Cun Cut immunity: +60% (-) Equilibrium when hit: +0.08 (-) Hate when firing a critical mind attack: +1.00 (-) Maximum psi: +30.00 (-) Healing mod.: +15% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | [vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / +3(-) Con Maximum encumbrance: +20 (-) Knockback immunity: +50% (-) Life regen: +2.00 (-) Stamina each turn: +1.00 (-) Maximum life: +45.00 (-) Maximum stamina: +45.00 (-) Size category: +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | [vs. Prismkiss the alchemist's lamp (Light source)]Prismkiss the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage (Melee): 0(-20) item expose Damage when hit (Melee): 10(-) light Mental save: +3 (+2 eff.) (-) Maximum life: +40.00 (-) Maximum psi: +40.00 (-) Mental crit. chance: +1% (-) Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | [vs. linen cloak of fog (6 def, 0 armour) (Cloak)]linen cloak of fog (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes resistances: +11%(-) light / +10%(-) fire Stealth bonus: +6 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -109; dur 6; cd 29) 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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -109 life. The duration and life will increase by 1% for every 1% life you have lost (currently 109 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (die at -281; dur 6; cd 25)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -281 life. The duration and life will increase by 1% for every 1% life you have lost (currently 494 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -416; dur 7; cd 35)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: 38 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -416 life. The duration and life will increase by 1% for every 1% life you have lost (currently 659 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
[vs. Infusion: Movement [movement infusion of the psychic (speed 558%; cd 17)] (on body)]movement infusion of the titan (speed 662%; cd 17) 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: 20(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662%(+104%) 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 -Willpower, +Constitution 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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 219; 13 cd)] (on body)]regeneration infusion of the duelist (heal 230; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230(-16) life over 5(-) turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; magical; dur 4; cd 15)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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)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. 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 8; resist 18%; move 33%; dur 5; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 33% faster, and you are invisible (power 8). 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. |
[vs. gold amulet 'Uresta' (Around neck)]copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +3(-1) Cun Cut immunity: +0% (-60%) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum psi: +0.00 (-30.00) Healing mod.: +0% (-15%) Amulets can have magical properties. |
[vs. gold amulet 'Uresta' (Around neck)]Splendourwrack Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage (Melee): 0(-20) item expose Changes stats: +0(-4) Cun Changes resistances: +3% cold Changes resistances penetration: +10% lightning Changes damage: +24% light Cut immunity: +0% (-60%) Life regen: +3.00 Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum psi: +0.00 (-30.00) Light radius: +2 Healing mod.: +0% (-15%) Amulets can have magical properties. |
[vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. conjurer's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +0%(-20%) fire Changes damage: +0%(-10%) fire Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +6 (+6 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Blazemistress' (25-37.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +10 (+5 eff.) Changes resistances penetration: +15% fire Critical mult.: +10.00% Disarm immunity: +39% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel greatmaul of phasing (27.5-41.25 power, 15 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Kichak the steel longsword (24-33.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (radius 1) on hit: +8 physical When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.hateful steel mace of erosion (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness / +7 nature Damage against: +5% Living Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 19 Damage (Melee): +6 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of disruption (19/19, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +8% Unnatural Shots are used with slings to pummel your foes to death. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (+2) Defense: +12 (+6 eff.) (+8 (+4 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +4 Wil / +3 Cun / +0(-3) Con Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Maximum encumbrance: +0 (-20) Physical save: +10 (+4 eff.) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Size category: +0 (-1) It can be used to send out a range 5 beam of kinetic energy, dealing 29.60 to 37.00 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +6 (+3 eff.) (+2 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +7% (-3%) Changes stats: +0(-5) Str / +0(-3) Con Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of fire resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +6 (+3 eff.) (+2 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +7% (-3%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +17% fire Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +2.30 (+0.30) Stamina each turn: +1.00 (-) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]cleansing iron mail armour of the deep (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +6% acid / +7% cold / +10% nature / +11% blight Allows you to breathe in: water Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]impenetrable iron mail armour of fire resistance (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 (+4) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +16% fire Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-2) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +15% lightning Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]impenetrable steel mail armour of Eyal (2 def, 11 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 (+5) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +3.00 (+1.00) Stamina each turn: +0.00 (-1.00) Maximum life: +34.00 (-11.00) Maximum stamina: +0.00 (-45.00) Healing mod.: +11% Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of spell shielding (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +6% arcane Maximum encumbrance: +0 (-20) Spell save: +12 (+4 eff.) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +22% (+12%) Changes stats: +0(-5) Str / +0(-3) Con Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)]insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +5%(-15%) cold / +0%(-20%) nature / +5% fire Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +5% light / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature / +8% darkness Physical save: +7 (+3 eff.) Mindpower: +4 (+2 eff.) Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. linen cloak of fog (6 def, 0 armour) (Cloak)]thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) (-5 (-2 eff.)) Changes resistances: +11% cold / +0%(-11%) light / +0%(-10%) fire Stealth bonus: +0 (-6) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Wanderer's Rest (4 def, 0 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) (-3 (-1 eff.)) Fatigue: +7% (+17%) Changes stats: +4 Str / +0(-3) Dex / +4 Cun / +4 Wil Changes resistances: +20% cold / +10% nature / +0%(-5%) physical Changes damage: +15% cold Talent mastery: +0.00(-0.20) Psionic / Augmented mobility Pinning immunity: +0% (-100%) Light radius: +1 Movement speed: +20% (+10%) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]polar rough leather gloves of butchering (0 def, 1 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +5 (+2 eff.) Armour: +1 (-1) Damage (Melee): 6 cold Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +6% blight / +6% cold / +0%(-10%) fire Changes damage: +0%(-5%) fire / +4% cold Spell save: +8 (+3 eff.) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) When used to modify unarmed attacks: Base power: 8.5 - 9.4(+2.5 - +2.8) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.0% (-) Attack speed: 125% (-) When this weapon hits: Flamespit (30% chance level 3). When this weapon hits: Ice Breath (10% chance level 1). On weapon hit: * 10% chance to slow global speed by 44% * 11% chance to reduce armor by 13% Damage (Melee): +0(-10) fire Damage (radius 2) on crit: +6 ice Damage conversion: 0%(-100%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]This item will automatically be transmogrified when you leave the level. cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +2 (+1 eff.) Fatigue: +0% (-8%) Changes stats: +0(-5) Str / +4 Mag / +3(-1) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Spellpower: +3 (+3 eff.) A pointy cloth hat, very wizardly... |
2 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. |
3 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
69 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Prismkiss the alchemist's lamp (Light source)]bright alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-10) light Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Maximum life: +0.00 (-40.00) Maximum psi: +0.00 (-40.00) Mental crit. chance: +0% (-1%) Light radius: +6 (+2) A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]iron torque of psionic shield [power 23] (27/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Fjord Fjairmont the Dwarf Brawler level 12
26th Profit 122nd year of Ascendancy at 16:53 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Fjord Fjairmont the Dwarf Brawler level 17
10th Wealth 122nd year of Ascendancy at 19:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Fjord Fjairmont the Dwarf Brawler level 8
29th Voratun 122nd year of Ascendancy at 08:53 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Fjord Fjairmont the Dwarf Brawler level 16
9th Wealth 122nd year of Ascendancy at 19:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fjord Fjairmont the Dwarf Brawler level 10
9th Profit 122nd year of Ascendancy at 06:03 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Fjord Fjairmont the Dwarf Brawler level 5
18th Voratun 122nd year of Ascendancy at 06:25 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fjord Fjairmont the Dwarf Brawler level 11
12nd Profit 122nd year of Ascendancy at 13:10 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Fjord Fjairmont the Dwarf Brawler level 16
10th Wealth 122nd year of Ascendancy at 04:26 see stats
Log
Fjord Fjairmont hits Urkis, the High Tempest for 56 fire, 11 fire (67 total damage).
Fjord Fjairmont is dazed!
Fjord Fjairmont is not dazed anymore.
Fjord Fjairmont has finished recovering.
Talent Double Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Fjord Fjairmont for (21 resist armour), 23 lightning (23 total damage).
Ultimate gwelgoroth's Shock hits Fjord Fjairmont for (21 resist armour), 56 lightning (56 total damage).
Fjord Fjairmont resists Ultimate gwelgoroth's 'Dazed'!
Fjord Fjairmont throws two quick punches.
Urkis, the High Tempest's is vulnerable to attacks and effects!
Fjord Fjairmont hits Urkis, the High Tempest for 55 fire, 11 fire, 56 fire, 11 fire (133 total damage).
Ultimate gwelgoroth casts Lightning.
Ultimate gwelgoroth hits Fjord Fjairmont for (21 resist armour), 54 lightning (54 total damage).
Thunderstorm hits Fjord Fjairmont for (21 resist armour), 5 lightning (5 total damage).
Urkis, the High Tempest casts Shock.
Fjord Fjairmont speeds up.
Urkis, the High Tempest's Shock hits Fjord Fjairmont for (21 resist armour), 140 lightning (140 total damage).
Fjord Fjairmont shrugs off Urkis, the High Tempest's 'Dazed'!
Talent Infusion: Regeneration is ready to use.
Hurricane from Urkis, the High Tempest hits Fjord Fjairmont for (21 resist armour), 45 lightning (45 total damage).
Fjord Fjairmont uses Infusion: Regeneration.
Fjord Fjairmont starts regenerating health quickly.
Fjord Fjairmont slows down.
Ultimate gwelgoroth casts Chain Lightning.
Ultimate gwelgoroth hits Fjord Fjairmont for (21 resist armour), 76 lightning (76 total damage).
Thunderstorm hits Fjord Fjairmont for (21 resist armour), 20 lightning (20 total damage).
Urkis, the High Tempest casts Lightning.
Saving game...








































































































