Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Items Vault 1.6.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Dance of the Edge 1.6.7Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 22 / 34% |
Size | huge |
Lifes / Deaths | Killed by Emelumira the giant acid ant at level 19 on the 13rd Dusk 122nd year of Ascendancy at 19:07 / 2Killed by Layegalle the carrion worm mass at level 22 on the 24th Dusk 122nd year of Ascendancy at 00:42 |
Primary Stats
Strength | 63.366666666667 (base 15) |
Dexterity | 14 (base 15) |
Constitution | 18 (base 14) |
Magic | 61 (base 49) |
Willpower | 77 (base 51) |
Cunning | 42 (base 16) |
Resources
Mana | 491/491 |
Psi | 167/167 |
Life | -163/704 |
Positive | 40/83 |
Stamina | 277/300 |
Healing Factor | 0.81382978723403 |
Regeneration | 0.20345744680851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 14 |
See Invisible | 14 |
Offense: Mainhand
Damage | 79 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Blight | +19% |
Arcane | +30% |
Cold | +16% |
All | +10% |
Light | +20% |
Temporal | +31% |
Physical | +16% |
Fire | +16% |
Nature | +24% |
Offense: Damage Penetration
Lightning | +20% |
Light | +10% |
Blight | +5% |
Arcane | +8% |
Fire | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 103.3831778012 (81.666666666667%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 9 |
Physical Save | 41 |
Spell Save | 46 |
Mental Save | 37 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 22%( 70%) |
Physical | + 22%( 70%) |
Cold | + 41%( 70%) |
All | + 10%( 70%) |
Lightning | + 33%( 70%) |
Light | + 37%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 15%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Pinning Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 78% |
Stun Resistance | 70% |
Disarm Resistance | 31% |
Poison Resistance | 20% |
Blind Resistance | 45% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 496 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 155 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 -453 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1011 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dance of the Torrent | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Glory | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
talent | Shield of Light |
talent | Dance of the Torrent |
talent | Chant of Fortress |
talent | Weapon of Wrath |
talent | Shield Wall |
talent | Weapon of Light |
talent | Radiant Soul |
talent | Arcane Shield |
talent | Shielding |
talent | Beyond the Flesh |
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | The target is in a magical frenzy, improving spellpower by 26. Bloodlust |
detrimental effect | Huge cut that bleeds, doing 61.20 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning 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 Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 |
Equipment
Psionic focus | Morningfurnace the iron battleaxe (11-16.5 power, 1 apr) Morningfurnace the iron battleaxe (11-16.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 temporal Damage (radius 1) on hit: +12 mind / +9 fire When wielded/worn: Damage when hit (Melee): 2 mind / 2 light Massive two-handed battleaxes. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Venomknight (0 def, 4 armour) Venomknight (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +8 Wil Changes resistances: +7% physical / +7% cold / +6% nature / +5% fire Changes damage: +9% nature / +12% arcane Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Aeredorion the pair of iron boots (15 def, 3 armour) Aeredorion the pair of iron boots (15 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+7 eff.) Fatigue: +2% Changes stats: +2 Cun / +3 Wil Changes resistances: +3% mind / +3% darkness Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Stormpain (dig speed 40 turns) Stormpain (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +2.0% Fatigue: -5% Damage when hit (Melee): 2 physical Changes stats: +3 Str Changes resistances penetration: +20% lightning Changes damage: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Snowseam the gold ring Snowseam the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +6 Cun / +6 Wil Changes resistances: +6% cold Changes resistances penetration: +10% cold Changes damage: +3% temporal Blindness immunity: +25% Disarm immunity: +31% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +20.00 Mindpower: +9 (+3 eff.) Infravision radius: +4 See stealth: +9 See invisible: +8 Rings can have magical properties. |
On fingers | warrior's copper ring of sensing warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
Around neck | Branurab BranurabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Changes stats: +3 Wil / +2 Con Only die when reaching: -20.00 life Amulets can have magical properties. |
In main hand | thought-forged dwarven-steel longsword of daylight (23.5-32.9 power, 4 apr) thought-forged dwarven-steel longsword of daylight (23.5-32.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 29 Damage (Melee): +8 mind / +6 light Damage against: +8% Undead When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, long, and deadly. |
Around waist | rough leather belt 'Leloblek' rough leather belt 'Leloblek'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +6% nature / +6% cold Spell save: +6 (+2 eff.) Maximum life: +20.00 Healing mod.: +15% Size category: +1 A belt that goes around your waist. |
In off hand | Brandire (15 def, 19 armour, 16.5-19.8 power, 39.5 block) Brandire (15 def, 19 armour, 16.5-19.8 power, 39.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +13 cold When wielded/worn: Physical crit. chance: +3.0% Armour: +19 Defense: +15 (+7 eff.) Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +13% blight / +12% cold / +12% nature Changes damage: +6% fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Tempestusher' (2 def, 0 armour) cashmere cloak 'Tempestusher' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Changes resistances: +12% acid / +9% temporal / +6% lightning Changes resistances penetration: +8% arcane Changes damage: +8% arcane / +18% temporal Critical mult.: +15.00% Maximum mana: +20.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Floemalice (4 def, 25 armour) Floemalice (4 def, 25 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 6 blight / 6 cold Changes resistances: +20% lightning / +3% cold Changes resistances penetration: +5% blight Changes damage: +9% blight / +6% cold Physical save: +7 (+2 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 205; cd 15) healing infusion of the warrior (heal 205; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 366; 16 cd) regeneration infusion of the warrior (heal 366; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. 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. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
Armostir the steel battleaxe (31.5-47.25 power, 2 apr) Armostir the steel battleaxe (31.5-47.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light / +8 arcane Damage against: +10% Undead When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +3 Str Changes damage: +7% physical Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +8 Massive two-handed battleaxes. |
Drake's Bane (45-67.5 power, 21 apr) Drake's Bane (45-67.5 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Wil, 55% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 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. arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Sharp, short and deadly. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. Rhandur the steel greatsword (27-43.2 power, 2 apr)Rhandur the steel greatsword (27-43.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +12% darkness / +3% nature / +6% mind Spell save: +12 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +60.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (38.5-61.6 power, 2 apr)dwarven-steel greatsword (38.5-61.6 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
Boriranik (20.5-28.7 power, 3 apr) Boriranik (20.5-28.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Wil 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): +7 darkness Damage (radius 1) on hit: +6 fire Damage against: +7% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes damage: +6% acid / +3% arcane Sharp, long, and deadly. |
Dancing Sword (16-22.4 power, 10 apr) Dancing Sword (16-22.4 power, 10 apr)Requires: - Strength 12 - Dexterity 12 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stats: 60% Wil, 40% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +2 Str / +2 Dex / +2 Wil Changes damage: +5% physical Disarm immunity: +7% A well-balanced blade, in good shape - although apparently quite old. You sense that there is a great power lying dormant inside the weapon. If you listen closely, you imagine you can hear a voice whispering of regret, betrayal, and redemption. Perhaps you can free the power inside this blade? |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword 'Chargeblack' (22.5-31.5 power, 4 apr)dwarven-steel longsword 'Chargeblack' (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 57% Damage (Melee): +8 lightning / +8 mind When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 mind Changes resistances penetration: +25% lightning Changes damage: +6% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of life (7.5-8.25 power, 24 apr, nature damage)thorny mindstar of life (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +23.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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. |
This item will automatically be transmogrified when you leave the level. cashmere cloak 'Sparkblast' (2 def, 0 armour)cashmere cloak 'Sparkblast' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 10 acid / 6 lightning Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +10% lightning Changes damage: +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Barifast' (1 def, 0 armour) linen cloak 'Barifast' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +1 Str / +4 Cun / +2 Con Maximum psi: +10.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poluyara the rough leather cap (0 def, 1 armour) Poluyara the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Wil / +2 Cun / +3 Con Changes resistances penetration: +5% mind Maximum psi: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm (0 def, 4 armour)bladed dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 270.5 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the sentry (2 def, 0 armour)cashmere wizard hat of the sentry (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Infravision radius: +3 See stealth: +6 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 45% and attempts to push all creatures other than yourself out of its radius, inflicting 10.82 light damage and 9.92 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of dexterity (+4) (0 def, 4 armour)dwarven-steel helm of dexterity (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Betyvena' (0 def, 3 armour) iron helm 'Betyvena' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Dex Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of lightning resistance (3 def, 8 armour)prismatic dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% lightning / +12% light / +12% darkness A suit of armour made of mail. |
Chargegrit (0 def, 9 armour) Chargegrit (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 6 lightning Changes resistances: +7% acid / +6% cold / +6% light / +6% fire Changes resistances penetration: +15% lightning / +5% acid Allows you to breathe in: water A suit of armour made of metal plates. |
Mayadhelle (0 def, 9 armour) Mayadhelle (0 def, 9 armour)Requires: - Massive armour training - Strength 10 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Mag / +2 Wil / +4 Con Changes resistances: +17% lightning / +16% fire / +16% acid A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 30.5-36.6 power, 78 block)swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 30.5-36.6 power, 78 block) 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): Base power: 30.5 - 36.6 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +3 Str / +5 Dex Changes resistances: +7% acid / +7% fire / +7% cold / +6% lightning Talent granted: +1 Block Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
551 alchemist agate 551 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 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. |
3 topaz 3 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. |
5 spinel 5 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. |
Cuthunaristir the brass lantern =6 CUN= Cuthunaristir the brass lantern =6 CUN=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Wil / +6 Cun / +1 Con Changes damage: +7% mind Light radius: +3 Infravision radius: +1 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of erosion (16/16, 29.5-35.4 power, 3 apr)pouch of dwarven-steel shots of erosion (16/16, 29.5-35.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Damage (Ranged): +9 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (25 cooldown)dwarven-steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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 25 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Blackwild' [power 49] (25 cooldown) steel torque of psionic shield 'Blackwild' [power 49] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes damage: +6% darkness Light radius: +1 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Heal for 30. * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 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. |
This item will automatically be transmogrified when you leave the level. focusing yew wand of clairvoyance [power 11] (15 cooldown)focusing yew wand of clairvoyance [power 11] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 70 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 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. |
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. |
13 zircon 13 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 Azimonius the Ogre Adventurer level 20
17th Dusk 122nd year of Ascendancy at 15:24 see stats
By Azimonius the Ogre Adventurer level 10
9th Mirth 122nd year of Ascendancy at 09:14 see stats
By Azimonius the Ogre Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 19:12 see stats
By Azimonius the Ogre Adventurer level 8
7th Mirth 122nd year of Ascendancy at 18:52 see stats
By Azimonius the Ogre Adventurer level 18
10th Dusk 122nd year of Ascendancy at 11:56 see stats
By Azimonius the Ogre Adventurer level 15
5th Flare 122nd year of Ascendancy at 04:38 see stats
By Azimonius the Ogre Adventurer level 22
23rd Dusk 122nd year of Ascendancy at 16:42 see stats
By Azimonius the Ogre Adventurer level 16
4th Dusk 122nd year of Ascendancy at 19:51 see stats
By Azimonius the Ogre Adventurer level 19
13rd Dusk 122nd year of Ascendancy at 19:07 see stats
Log
Layegalle the carrion worm mass's armour is more intact.
Xaneratira the sandworm damages himself through Martyrdom!
Azimonius hits Xaneratira the sandworm for 5 physical, 3 physical (8 total damage).
Melee retaliation hits Xaneratira the sandworm for 2 physical, 7 blight, 17 cold, 2 mind, 2 light, 2 physical, 7 blight, 17 cold, 2 mind, 2 light (62 total damage).
Acid Splash from Azimonius hits Layegalle the carrion worm mass for 4 acid damage.
Xaneratira the sandworm hits Azimonius for 32 physical, 20 physical (52 total damage).
Shield of Light hits Azimonius for 10 healing, 10 healing (0 total damage) [20 healing].
Xaneratira the sandworm's armor corrodes!
You collect a new ingredient: sandworm tooth (1).
Azimonius hits Layegalle the carrion worm mass for 18 light damage.
Azimonius hits Xaneratira the sandworm for 54 physical, 9 mind, 7 light, 22 light, 18 light (110 total damage).
Azimonius hits Aerawe the sandworm destroyer for 10 light damage.
Shield of Light hits Layegalle the carrion worm mass for 30 light damage.
Shield of Light hits Xaneratira the sandworm for 1 light, 31 cold, 37 light, 30 light (98 total damage).
Shield of Light hits Aerawe the sandworm destroyer for 16 light damage.
Weapon of Wrath hits Xaneratira the sandworm for 130 fire damage.
Weapon of Wrath killed Xaneratira the sandworm!
Aerawe the sandworm destroyer uses Acidbeam.
Azimonius receives 11 healing from Shield of Light.
Aerawe the sandworm destroyer hits Azimonius for 220 acid damage.
Gludawyn the sandworm destroyer uses Mind Sear.
Thought-forged bowman's Shoot performs a ranged critical strike against Azimonius!
Azimonius is cut deeply.
Aerawe the sandworm destroyer shares damage with his oozes!
Thought-forged bowman's Shoot hits Azimonius for 24 physical damage.
Gludawyn the sandworm destroyer hits Aerawe the sandworm destroyer for 103 mind damage.
Gludawyn the sandworm destroyer hits Azimonius for 231 mind damage.
Shield of Light hits Azimonius for 11 healing, 11 healing (0 total damage) [22 healing].
Layegalle the carrion worm mass envelops Azimonius with acid.