Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 26 / 90% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 140 (base 54) |
Dexterity | 99 (base 54) |
Constitution | 110 (base 54) |
Magic | 95 (base 54) |
Willpower | 77 (base 54) |
Cunning | 85 (base 54) |
Resources
Mana | 243/243 |
Negative | 67/105 |
Life | 1454/1454 |
Paradox | 400 |
Hate | 73/100 |
Equilibrium | 58 |
Vim | 155/155 |
Positive | 55/55 |
Stamina | 256/256 |
Psi | 131/131 |
Healing Factor | 1.8557142857143 |
Regeneration | 17.426524971565 |
Speed
Mental | +24.22095832361% |
Attack | +11.38129468067% |
Movement | +275.1465239713% |
Spell | +33.521988758504% |
Global | +117.50863224038% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 16.944886198226 |
See Stealth | 101.0948240051 |
See Invisible | 128.33136572603 |
Offense: Barehand
Damage | 211 |
Accuracy | 77 |
Crit Chance | 130% |
APR | 58 |
Speed | 0.81 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 79% |
Speed | 0.74894031260174 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 43% |
Speed | 0.89781682181644 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 82.332336375873 (68.311688311688%) |
Defense | 74 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 71 |
Mental Save | 69 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Stun Resistance | 100% |
Poison Resistance | 74% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 556 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 426 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1289% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 478 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Sun | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Slime | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Voracity | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Acidic Skin |
talent | Lacerating Strikes |
talent | Blur Sight |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Weapon of Light |
talent | Arcane Power |
talent | Shielding |
talent | Arcane Feed |
talent | Wild Growth |
talent | Kinetic Shield |
talent | Gloom |
talent | Quickdraw |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | Dark Ritual |
talent | Mitosis |
talent | Feather Wind |
talent | Shock Hands |
talent | Willful Tormenter |
talent | Icy Skin |
talent | Arcane Shield |
talent | Contingency |
talent | Ruin |
talent | Shadow Feed |
talent | Searing Sight |
talent | Thermal Shield |
talent | Deflect Projectiles |
talent | Weapon of Wrath |
talent | Overkill |
talent | Daunting Presence |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Skate |
talent | Second Life |
talent | Keen Senses |
talent | Elemental Harmony |
talent | Weapon Folding |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 210 - 295 Accuracy: 93 (knife) APR: 43 Crit Chance: +142% Crit mult: 290% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Guarding against melee damage: Will dismiss up to 102 damage from the next 2.0 attack(s). Guarded |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 287. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | elemental dwarven-steel battleaxe (34-51 power, 2 apr) elemental dwarven-steel battleaxe (34-51 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +13% acid / +14% fire / +13% lightning / +10% cold Massive two-handed battleaxes. |
Light source | Galelalen the alchemist's lamp Galelalen the alchemist's lampInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +1 Dex / +6 Wil Changes resistances: +3% physical Critical mult.: +15.00% Physical save: +23 (+6 eff.) Maximum life: +64.00 Light radius: +3 Healing mod.: +32% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethegassra the drakeskin leather cap (0 def, 5 armour) Bethegassra the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Mag / +4 Wil / +2 Cun Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Light radius: +4 A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Emelubrevena the stralite ring Emelubrevena the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +30 (+5 eff.) Changes stats: +7 Str / +11 Con Changes resistances penetration: +20% arcane Stamina each turn: +0.40 Light radius: +3 Rings can have magical properties. |
On fingers | psionicist's steel ring of blinding strikes psionicist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 21 light Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
Around waist | Windwing the hardened leather belt Windwing the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +6% blight Critical mult.: +15.00% Mana each turn: +0.12 Maximum mana: +25.00 A belt that goes around your waist. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
On feet | Cystsquall (0 def, 4 armour) Cystsquall (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +5 Mag / +5 Con Changes resistances: +7% lightning / +12% temporal Changes damage: +7% acid / +6% physical / +8% blight Disease immunity: +22% Spellpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Kokalthodas (0 def, 9 armour) Kokalthodas (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +20 (+3 eff.) Armour: +9 Changes stats: +6 Str / +7 Dex / +4 Mag / +6 Cun Changes resistances: +3% acid / +12% blight Changes damage: +8% arcane Spell save: +3 (+1 eff.) Blindness immunity: +5% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +16 arcane Burst (radius 2) on crit: +9 arcane It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | spellcowled linen cloak of the Shaloren (1 def, 0 armour) spellcowled linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +4 Wil Spell save: +6 (+2 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 665 over 5 turns) regeneration infusion of the duelist (heal 665 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1085% regen over 10 turns; 54 instant mana) manasurge rune of the psychic (1085% regen over 10 turns; 54 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: 27 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1085% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1715% regen over 10 turns; 86 instant mana) manasurge rune of the titan (1715% regen over 10 turns; 86 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: 29 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1715% for 10 turns and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 21; power 53; dur 5) phase door rune of the wizard (range 21; power 53; dur 5)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: 10 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Hanykalthodan the Airmortal Hanykalthodan the AirmortalInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 20 lightning / 20 acid Changes stats: +7 Lck Changes resistances penetration: +20% lightning / +15% acid Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
warrior's steel ring of corrosion (+22%) warrior's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
Amilentir (57-85.5 power, 8 apr) Amilentir (57-85.5 power, 8 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 31% chance to cause random gloom Damage (Melee): +16 mind When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +10 Changes stats: +6 Cun / +5 Wil Changes damage: +15% physical Life regen: +0.60 Massive two-handed battleaxes. |
dwarven-steel greatsword 'Glonn' (36-57.6 power, 2 apr) dwarven-steel greatsword 'Glonn' (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +30 insidious poison / +8 acid Burst (radius 2) on crit: +4 mind When wielded/worn: Grants telepathy: Humanoid/Orc Mindpower: +14 (+4 eff.) Massive two-handed swords. |
Manogrim (25.5-35.7 power, 4 apr) Manogrim (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +29 insidious poison Burst (radius 1) on hit: +8 acid When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Sharp, long, and deadly. |
Gunyhek the Ebonyhue (26-36.4 power, 4 apr) Gunyhek the Ebonyhue (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +8% Living When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +6% darkness Changes resistances penetration: +15% fire Changes damage: +9% darkness Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe 'Xanimira' (18-25.2 power, 3 apr) steel waraxe 'Xanimira' (18-25.2 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal / +8 nature / +5 light Damage against: +5% Undead When wielded/worn: Changes damage: +6% arcane Maximum vim: +20.00 Spell crit. chance: +2% One-handed war axes. |
Amedramnir the rough leather belt Amedramnir the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +6% lightning / +7% temporal / +3% acid A belt that goes around your waist. |
woollen robe 'Chalarin' (0 def, 0 armour) woollen robe 'Chalarin' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 4 mind Changes stats: +8 Mag / +6 Wil / +1 Con Changes resistances: +12% mind / +12% darkness Changes damage: +10% arcane Physical save: +11 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +22 (+5 eff.) Mana each turn: +0.16 Psi each turn: +0.17 Maximum mana: +33.00 See invisible: +6 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of rough leather boots 'Branizilatir' (0 def, 1 armour) pair of rough leather boots 'Branizilatir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Damage when hit (Melee): 8 mind Changes resistances: +3% mind / +3% blight Changes resistances penetration: +15% mind Changes damage: +9% blight Maximum encumbrance: +21 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Salona the Hellmarrow (0 def, 6 armour) Salona the Hellmarrow (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: -8% Damage (Melee): 6 physical Damage when hit (Melee): 4 fire Changes stats: +3 Con / +5 Mag Changes damage: +4% physical Infravision radius: +2 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +8 fire Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Shadowpunish the rough leather gloves (0 def, 1 armour) Shadowpunish the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -2% Damage (Melee): 6 cold Changes stats: +1 Str / +6 Mag Changes resistances: +5% cold Changes resistances penetration: +15% darkness Changes damage: +3% cold When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +8 darkness Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 2.4 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Hoyadar (0 def, 7 armour) Hoyadar (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Fatigue: +1% Changes stats: +2 Con Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 78.13 to 234.38 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
194 alchemist agate 194 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. |
3 aquamarine 3 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 42 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 56 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Kindlelady KindleladyCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes resistances penetration: +15% fire / +5% temporal Changes damage: +3% fire Light radius: +4 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. |
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. |
garnet 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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 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. |
3 amethyst 3 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz 7 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Achievements
By Morgath the Ogre Adventurer level 18
29th Haze 122nd year of Ascendancy at 05:04 see stats
By Morgath the Ogre Adventurer level 7
3rd Dusk 122nd year of Ascendancy at 03:45 see stats
By Morgath the Ogre Adventurer level 22
76th Haze 122nd year of Ascendancy at 18:55 see stats
By Morgath the Ogre Adventurer level 20
52nd Haze 122nd year of Ascendancy at 18:28 see stats
By Morgath the Ogre Adventurer level 23
2nd Decay 122nd year of Ascendancy at 19:52 see stats
By Morgath the Ogre Adventurer level 20
52nd Haze 122nd year of Ascendancy at 19:23 see stats
By Morgath the Ogre Adventurer level 18
29th Haze 122nd year of Ascendancy at 05:15 see stats
By Morgath the Ogre Adventurer level 10
78th Dusk 122nd year of Ascendancy at 18:11 see stats
By Morgath the Ogre Adventurer level 20
52nd Haze 122nd year of Ascendancy at 15:08 see stats
By Morgath the Ogre Adventurer level 15
24th Haze 122nd year of Ascendancy at 05:23 see stats
By Morgath the Ogre Adventurer level 26
2nd Allure 123rd year of Ascendancy at 00:11 see stats
By Morgath the Ogre Adventurer level 24
1st Allure 123rd year of Ascendancy at 14:47 see stats
By Morgath the Ogre Adventurer level 16
28th Haze 122nd year of Ascendancy at 16:58 see stats
By Morgath the Ogre Adventurer level 7
57th Dusk 122nd year of Ascendancy at 01:23 see stats
By Morgath the Ogre Adventurer level 18
29th Haze 122nd year of Ascendancy at 05:04 see stats
By Morgath the Ogre Adventurer level 12
12nd Haze 122nd year of Ascendancy at 16:50 see stats
By Morgath the Ogre Adventurer level 23
3rd Decay 122nd year of Ascendancy at 05:21 see stats
By Morgath the Ogre Adventurer level 13
15th Haze 122nd year of Ascendancy at 23:55 see stats
Log
Morgath deactivates Arcane Shield.
Morgath deactivates Deflect Projectiles.
Morgath deactivates Chant of Fortitude.
Morgath deactivates Arcane Combat.
Morgath deactivates Ruin.
Morgath deactivates Icy Skin.
Morgath deactivates Feather Wind.
Morgath deactivates Dark Ritual.
Morgath deactivates Inner Power.
Morgath deactivates Second Life.
Morgath deactivates Arcane Feed.
Morgath deactivates Mitosis.
Morgath deactivates Augmentation.
Morgath deactivates Keen Senses.
Morgath deactivates Shock Hands.
Morgath deactivates Weapon Folding.
Morgath deactivates Wild Growth.
Morgath deactivates Shadow Feed.
Morgath deactivates Kinetic Shield.
Morgath deactivates Weapon of Light.
Morgath deactivates Thermal Shield.
Morgath deactivates Shielding.
Morgath deactivates Weapon of Wrath.
Morgath deactivates Contingency.
Morgath deactivates Hymn of Shadows.
Morgath deactivates Gloom.
Morgath deactivates Skate.
Morgath deactivates Searing Sight.
Morgath deactivates Flame of Urh'Rok.
Morgath deactivates Fiery Hands.