Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 32 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Azilaad the shalore at level 17 on the 51st Haze 122nd year of Ascendancy at 18:03 0 / 7Killed by greater multi-hued wyrm at level 24 on the 65th Regrowth 123rd year of Ascendancy at 11:25 Killed by dread at level 27 on the 74th Regrowth 123rd year of Ascendancy at 16:38 Killed by forest wight at level 27 on the 75th Regrowth 123rd year of Ascendancy at 10:19 Killed by The Master at level 27 on the 77th Regrowth 123rd year of Ascendancy at 05:55 Killed by Glorena the elder vampire at level 30 on the 16th Pyre 123rd year of Ascendancy at 11:44 Killed by Cultist at level 32 on the 46th Pyre 123rd year of Ascendancy at 01:08 |
Primary Stats
| Strength | 54 (base 47) |
| Dexterity | 1 (base 10) |
| Constitution | 44 (base 39) |
| Magic | 65 (base 49) |
| Willpower | 45 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -103/956 |
| Mana | 341/341 |
| Stamina | 276/280 |
| Positive | 49/103 |
| Healing Factor | 1.16 |
| Regeneration | 0.28999999999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 40 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44.666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Temporal | +23% |
| Physical | +19% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +8% |
| Mind | +9% |
| Physical | +13% |
Defense: Base
| Armour (hardiness) | 40.4 (85%) |
| Defense | 25.925 |
| Ranged Defense | 30.925 |
| Fatigue | 55 |
| Physical Save | 43.433333333333 |
| Spell Save | 37.75 |
| Mental Save | 30.125 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 45%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 34%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 53%( 70%) |
| Arcane | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Bleed Resistance | 50% |
| Disarm Resistance | 49% |
| Knockback Resistance | 100% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 8% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 16% for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 289 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Premonition |
| talent | Chant of Resistance |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 11 and doing 21.33 blight damage per turn. Decrepitude Disease |
| beneficial effect | Temporal damage increased by 15%. Born into Magic |
| beneficial effect | Reduces blight damage received by 16%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Parlton. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by fox. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by orc master assassin. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by large brown snake. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by Parlton. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 159. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * You've found the needed multi-hued wyrm scale. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed naga tongue. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed orc heart. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of hardened leather boots of speed (0 def, 3 armour) blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +4 Armour: +3 Fatigue: +3% Movement speed: +20% A pair of boots made of leather. |
| Light source | dreamer's alchemist's lamp of health dreamer's alchemist's lamp of healthInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +4 Maximum life: +40.00 Mindpower: +4 Mental crit. chance: +4% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. This item has been sent to the Item's Vault. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 56 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | conjurer's stralite ring of tenacity conjurer's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +5 Mag Disarm immunity: +29% Pinning immunity: +32% Knockback immunity: +30% Spellpower: +7 Rings can have magical properties. |
| Around neck | insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% cold / +10% fire Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Duverig the voratun waraxe (51.5-72.1 power, 6 apr) Duverig the voratun waraxe (51.5-72.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +10 Defense: +10 Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +9% mind / +8% darkness Changes damage: +3% mind Psi per kill: +1.00 One-handed war axes. |
| Around waist | ravager's hardened leather belt of valiance ravager's hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +13% physical Changes damage: +8% physical Mental save: +5 Maximum life: +55.00 A belt that goes around your waist. |
| In off hand | corrosive stralite shield of the forge (10 def, 2 armour, 49.5 dam, 138.5 block) corrosive stralite shield of the forge (10 def, 2 armour, 49.5 dam, 138.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +138 Damage when this weapon hits: +12 acid / +14 dreamforge When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Con / +5 Wil Damage when the wearer is hit: 16 acid / 15 dreamforge Changes resistances: +14% acid Talent granted: +4 Block Psi when hit: +1.10 Handheld deflection devices |
| Cloak | enveloping linen cloak of sorcery (8 def, 0 armour) enveloping linen cloak of sorcery (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 Changes stats: +2 Wil / +2 Mag 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 | radiant stralite plate armour of the dragon (7 def, 13 armour) radiant stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +2 Str / +3 Wil / +4 Con Damage when the wearer is hit: 10 light Changes resistances: +7% physical / +7% fire / +8% cold / +9% lightning / +8% acid / +13% blight / +14% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +31% Light radius: +2 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 365) healing infusion of the warrior (heal 365)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 365 life. 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 ability. |
heroism infusion of the duelist (+6 for 8 turns, die at -402) heroism infusion of the duelist (+6 for 8 turns, die at -402)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. Also while Heroism is active, you will only die when reaching -402 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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 ability. |
movement infusion of the duelist (530% speed; 4 turns) movement infusion of the duelist (530% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (resist 14%; cure magical)wild infusion of the psychic (resist 14%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Willpower 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 ability. |
wild infusion of the wizard (resist 26%; cure mental, physical) wild infusion of the wizard (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 26% for 4 turns. Its effects scale with your Magic 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 ability. |
Rune of the Rift (330.00 temporal damage, removed from time 4 turns) Rune of the Rift (330.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 405.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (286 fire damage)heat beam rune (286 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 286.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
anchoring copper amulet of strength (+3) anchoring copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Knockback immunity: +23% Amulets can have magical properties. |
clarifying copper amulet of mastery (0.13 Technique / Combat training) clarifying copper amulet of mastery (0.13 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.13 Technique / Combat training Confusion immunity: +24% Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
insulating stralite amulet of the chosen insulating stralite amulet of the chosenPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 9 light Damage when the wearer is hit: 9 light Changes resistances: +17% fire / +13% cold / +8% light Amulets can have magical properties. |
purifying stralite amulet of constitution (+5) purifying stralite amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% nature Poison immunity: +32% Amulets can have magical properties. |
Eilinygawyn the Cracklemaim Eilinygawyn the CracklemaimCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Defense: +5 Damage when the wearer hits(melee): 2 acid Changes resistances penetration: +20% lightning Changes damage: +3% acid Mental save: +7 Disarm immunity: +28% Confusion immunity: +25% Pinning immunity: +22% Knockback immunity: +25% It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Satyrstake the voratun ring Satyrstake the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 2 nature / 2 acid Changes resistances penetration: +15% acid Changes damage: +3% acid Physical save: +8 Spell save: +8 Mental save: +7 Disarm immunity: +39% Pinning immunity: +39% Stun/Freeze immunity: +35% Knockback immunity: +32% Life regen: +1.00 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's stralite ring of arcane power conjurer's stralite ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +18 Rings can have magical properties. |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Blindness immunity: +22% See stealth: +9 See invisible: +7 Rings can have magical properties. |
savage's gold ring of sensing savage's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +7 Blindness immunity: +31% Maximum stamina: +12.00 See stealth: +9 See invisible: +10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. solipsist's stralite ringsolipsist's stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +9 Rings can have magical properties. |
steel ring of frost (+22%) steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring of lightning (+22%) steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
warrior's steel ring of darkness (+22%) warrior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
wizard's copper ring of sensing wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Blindness immunity: +21% See stealth: +7 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of massacre (19-24.7 power, 7 apr)plaguebringer's dwarven-steel dagger of massacre (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +8 blight When wielded/worn: Disease immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial stralite greatsword (49-78.4 power, 3 apr)glacial stralite greatsword (49-78.4 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 39% ice When wielded/worn: Armour: +11 Changes resistances penetration: +14% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite mace (34-47.6 power, 5 apr)blazebringer's stralite mace (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 33% fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite mace of corruption (36.5-51.1 power, 5 apr)flaming stralite mace of corruption (36.5-51.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +10 darkness / +7 blight Burst (radius 1) on hit: +9 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Oozing Heart (17-18.7 power, 25 apr, slime damage)Oozing Heart (17-18.7 power, 25 apr, slime damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Slime Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 Mindpower: +12 Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: 800% of base Description: Spit slime at your target doing 33.29 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, sticky liquid. Magic seems to die around it. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. flaming stralite waraxe of phasing (32.5-45.5 power, 14 apr)flaming stralite waraxe of phasing (32.5-45.5 power, 14 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% Burst (radius 1) on hit: +12 fire One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 14% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
clarifying rough leather belt of carrying clarifying rough leather belt of carryingPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Mental save: +7 A belt that goes around your waist. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight / +6% darkness / +6% light The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dratar the cashmere cloak (7 def, 0 armour) Dratar the cashmere cloak (7 def, 0 armour)Requires: - Level 15 Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Defense: +7 Changes stats: +3 Cun / +4 Wil Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 8 blight Changes resistances: +9% acid Changes damage: +9% blight / +3% acid Critical mult.: +22.00% Stealth bonus: +8 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
This item will automatically be transmogrified when you leave the level. slimy silk robe of frost (+18%) (3 def, 0 armour)slimy silk robe of frost (+18%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when the wearer is hit: 6 slime Changes resistances: +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
scholar's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) scholar's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +4 Fatigue: +3% Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of knowledge (2 def, 0 armour)aegis cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun / +4 Wil Talent mastery: +0.16 Spell / Aegis Life regen: +0.90 Maximum life: +42.00 Mindpower: +5 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere wizard hat of cunning (+4) (2 def, 0 armour)mindwoven cashmere wizard hat of cunning (+4) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun Mindpower: +4 Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of fire resistance (4 def, 17 armour)impenetrable stralite mail armour of fire resistance (4 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 Fatigue: +16% Changes resistances: +18% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of acid resistance (3 def, 6 armour)enlightening hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +4 Cun / +3 Wil Changes resistances: +18% acid Mental save: +16 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel plate armour of the deep (5 def, 12 armour)rejuvenating dwarven-steel plate armour of the deep (5 def, 12 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Defense: +5 Fatigue: +24% Changes resistances: +8% cold / +8% acid Allows you to breathe in: water Life regen: +1.00 Stamina each turn: +1.10 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked stralite plate armour of thunder (7 def, 13 armour)spiked stralite plate armour of thunder (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +7 Str / +7 Mag Damage when the wearer is hit: 14 physical Spell crit. chance: +3% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 28.5 dam, 94.5 block) Black Mesh (8 def, 2 armour, 28.5 dam, 94.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +94 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
coruscating stralite shield of acid resistance (+23%) (10 def, 2 armour, 50 dam, 134 block) coruscating stralite shield of acid resistance (+23%) (10 def, 2 armour, 50 dam, 134 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +134 Damage when this weapon hits: +13 fire When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Str Damage when the wearer is hit: 14 fire Changes resistances: +11% fire / +23% acid Talent granted: +4 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. spellplated stralite shield (10 def, 2 armour, 44.5 dam, 141 block)spellplated stralite shield (10 def, 2 armour, 44.5 dam, 141 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +141 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +3 Wil Talent granted: +4 Block Spell save: +9 Mental save: +7 Handheld deflection devices |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
197 alchemist agate 197 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. |
4 onyx 4 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 Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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 Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
9 opal 9 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 Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Mental save: +5 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 garnet 8 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. plaguebringer's pouch of stralite shots of corruption (21/21, 45-54 power, 5 apr)plaguebringer's pouch of stralite shots of corruption (21/21, 45-54 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +9 darkness / +15 blight Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of kinetic psionic shield [power 81] (46/20 cooldown) dwarven-steel torque of kinetic psionic shield [power 81] (46/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 81 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of thermal psionic shield [power 179] (46/32 cooldown) overpowered stralite torque of thermal psionic shield [power 179] (46/32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire and cold damage by 179 for 6 turns, placing all other charms into a 32 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (46/20 cooldown) steel torque of thermal psionic shield [power 47] (46/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
forceful ash totem of cure illness [power 2] (46/20 cooldown) forceful ash totem of cure illness [power 2] (46/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. rushing elven-wood totem of thorny skin [power 54] (46/20 cooldown)rushing elven-wood totem of thorny skin [power 54] (46/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to hardens the skin for 6 turns increasing armour by 54 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
warded yew wand of conjuration [power 253] (46/6 cooldown) warded yew wand of conjuration [power 253] (46/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 fire / +2 cold / +1 lightning / +3 blight / +2 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 126-253), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Parlton the Higher Sun Paladin level 30
5th Pyre 123rd year of Ascendancy at 19:56 see stats
Against all odds
Killed Ukruk in the ambush.By Parlton the Higher Sun Paladin level 29
79th Regrowth 123rd year of Ascendancy at 07:18 see stats
Ay ay captain!
Turn into a pirate!By Parlton the Higher Sun Paladin level 18
53rd Haze 122nd year of Ascendancy at 19:23 see stats
Bringer of Doom
Killed a Bringer of Doom.By Parlton the Higher Sun Paladin level 18
6th Regrowth 123rd year of Ascendancy at 16:04 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Parlton the Higher Sun Paladin level 12
27th Dusk 122nd year of Ascendancy at 14:33 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Parlton the Higher Sun Paladin level 31
46th Pyre 123rd year of Ascendancy at 00:22 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Parlton the Higher Sun Paladin level 20
8th Regrowth 123rd year of Ascendancy at 20:21 see stats
Exterminator
Killed 1000 creatures.By Parlton the Higher Sun Paladin level 18
65th Haze 122nd year of Ascendancy at 19:53 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Parlton the Higher Sun Paladin level 22
40th Regrowth 123rd year of Ascendancy at 11:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Parlton the Higher Sun Paladin level 22
34th Regrowth 123rd year of Ascendancy at 02:02 see stats
Level 10
Got a character to level 10.By Parlton the Higher Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 11:19 see stats
Level 20
Got a character to level 20.By Parlton the Higher Sun Paladin level 20
8th Regrowth 123rd year of Ascendancy at 13:53 see stats
Level 30
Got a character to level 30.By Parlton the Higher Sun Paladin level 30
3rd Pyre 123rd year of Ascendancy at 22:36 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Parlton the Higher Sun Paladin level 3
79th Pyre 122nd year of Ascendancy at 00:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Parlton the Higher Sun Paladin level 13
54th Dusk 122nd year of Ascendancy at 18:48 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Parlton the Higher Sun Paladin level 30
5th Pyre 123rd year of Ascendancy at 03:14 see stats
Size matters
Did over 600 damage in one attack.By Parlton the Higher Sun Paladin level 30
17th Pyre 123rd year of Ascendancy at 08:31 see stats
The Arena
Unlocked Arena mode.By Parlton the Higher Sun Paladin level 7
6th Mirth 122nd year of Ascendancy at 10:38 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Parlton the Higher Sun Paladin level 18
66th Haze 122nd year of Ascendancy at 12:12 see stats
The secret city
Discovered the truth about mages.By Parlton the Higher Sun Paladin level 9
2nd Summertide 122nd year of Ascendancy at 15:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Parlton the Higher Sun Paladin level 18
65th Haze 122nd year of Ascendancy at 06:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Parlton the Higher Sun Paladin level 19
7th Regrowth 123rd year of Ascendancy at 21:42 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Parlton the Higher Sun Paladin level 28
78th Regrowth 123rd year of Ascendancy at 09:43 see stats
Log
Parlton hits Harno, Herald of Last Hope for 171 physical, 38 temporal, 42 physical damage (total 250.16).
Parlton killed Harno, Herald of Last Hope!
Parlton hits Cultist for 0 light damage.
Cultist casts Blood Spray.
Parlton casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Parlton is afflicted by a decrepitude disease!
Cultist casts Blood Spray.
Your shield crumbles under the damage!
The shield around Parlton crumbles.
Cultist hits Parlton for 0 blight, 15 blight damage (total 14.77).
Cultist hits Parlton for 37 blight damage.
Cultist casts Blood Grasp.
Cultist hits Parlton for 15 blight damage.
Cultist drains life from Parlton!
Cultist hits Parlton for 119 blight damage.
Cultist casts Soul Rot.
Cultist's spell attains critical power!
Cultist hits Parlton for 15 blight damage.
Cultist hits Parlton for 191 blight damage.
A part of Cultist's bone shield regenerates.
Cultist casts Bone Spear.
Cultist casts Bone Spear.
Cultist's spell attains critical power!
Saving done.
Saving done.
Saving game...
