Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 31 / 93% |
Size | medium |
Lifes / Deaths | Killed by Porerin the vampire at level 31 on the 53rd Haze 122nd year of Ascendancy at 00:27 / 1 |
Primary Stats
Strength | 43 (base 41) |
Dexterity | 23 (base 21) |
Constitution | 27 (base 11) |
Magic | 116 (base 53) |
Willpower | 37 (base 10) |
Cunning | 38 (base 26) |
Resources
Mana | 355/475 |
Life | -355/824 |
Positive | 11/140 |
Stamina | 315/324 |
Paradox | 300 |
Healing Factor | 1.1386945338483 |
Regeneration | 0.28467363346208 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 80 |
Accuracy | 60 |
Crit Chance | 20% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 71 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Arcane | +12% |
Light | +34% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Acid | +15% |
Light | +17% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 44 (48.304188961773%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 52 |
Mental Save | 41 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 33%( 70%) |
All | + 24%( 70%) |
Darkness | + 28%( 70%) |
Light | + 70%( 70%) |
Physical | + 24%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 37%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 46% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 69% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 457 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Voragavena the fiery orc wyrmic. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed snow giant kidney. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed length of troll intestine. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Cinderwyrd the pair of hardened leather boots (0 def, 3 armour) Cinderwyrd the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +2 Armour: +3 Changes stats: +4 Con / +3 Wil Changes resistances: +6% fire Changes resistances penetration: +8% physical Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | brass lantern 'Brandwend' brass lantern 'Brandwend'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +6 Mag / +3 Con Changes resistances: +6% darkness / +6% fire Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 290.09 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Starream' (0 def, 4 armour) dwarven-steel helm 'Starream' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +10 Mag / +2 Wil / +7 Con Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Ivumina' (0 def, 2 armour) dwarven-steel gauntlets 'Ivumina' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 4 arcane Damage when hit (Melee): 2 arcane Changes stats: +4 Mag / +4 Wil / +2 Con Changes resistances: +3% arcane Changes resistances penetration: +15% acid Changes damage: +12% arcane Physical save: +17 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +11 (+4 eff.) Disarm immunity: +46% Spellpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Velylrakira the iron pickaxe (dig speed 18 turns) Velylrakira the iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +5 Mag Physical save: +3 (+1 eff.) Maximum life: +22.00 Maximum stamina: +47.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +24% lightning Spellpower: +12 (+3 eff.) Mindpower: +7 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | pixie's copper ring of light (+20%) pixie's copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +20% light Changes damage: +10% light Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
Around neck | Eclipsemight the gold amulet Eclipsemight the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +6 Mag Changes damage: +15% light Physical save: +16 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Mana each turn: +0.12 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +25 (+6 eff.) Damage Shield penetration: +20% Amulets make your neck look great! |
In main hand | stralite mace 'Muckkin' (35-49 power, 5 apr) stralite mace 'Muckkin' (35-49 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 32 On weapon crit: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 Damage (Melee): +12 blight / +9 darkness Damage against: +17% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +3% lightning / +6% nature Changes resistances penetration: +10% lightning Changes damage: +3% nature Disease immunity: +24% Blunt and deadly. |
Around waist | Runumamnir the rough leather belt Runumamnir the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+6 eff.) Changes resistances: +6% fire / +6% cold Reduces incoming crit damage: 5.00% Equilibrium when hit: +0.12 A belt that goes around your waist. |
In off hand | Xenor the dwarven-steel shield (10 def, 21 armour, 33-39 power, 81 block) Xenor the dwarven-steel shield (10 def, 21 armour, 33-39 power, 81 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +3.5% Block value: +81 When wielded/worn: Armour: +21 Defense: +10 (+3 eff.) Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Silence immunity: +20% Maximum life: +80.00 Maximum stamina: +20.00 Handheld deflection devices. |
Cloak | cashmere cloak 'Velolrawen' (10 def, 14 armour) cashmere cloak 'Velolrawen' (10 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Changes resistances: +1% physical Physical save: +13 (+4 eff.) Spell save: +22 (+8 eff.) Mental save: +10 (+4 eff.) Disease immunity: +20% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glintreign (0 def, 0 armour) Glintreign (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +14 Mag / +13 Wil / +10 Cun Changes resistances: +12% acid / +6% light / +3% blight / +6% cold / +15% all Critical mult.: +17.00% Mana each turn: +0.54 Psi each turn: +0.60 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 274; cd 10) healing infusion of the wizard (heal 274; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the wizard (heal 272; cd 12) healing infusion of the wizard (heal 272; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the duelist (speed 570%; cd 8) movement infusion of the duelist (speed 570%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs 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 spell talent. |
stormshield rune of the warrior (threshold 16; blocks 5; dur 4; cd 17) stormshield rune of the warrior (threshold 16; blocks 5; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 5 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 33; blocks 4; dur 4; cd 16) stormshield rune of the warrior (threshold 33; blocks 4; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 4 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Voreth the copper amulet Voreth the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% nature / +5% arcane Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
serendipitous gold amulet of perfection (0.19 Celestial / Radiance,0.19 Celestial / Combat) serendipitous gold amulet of perfection (0.19 Celestial / Radiance,0.19 Celestial / Combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +10 Lck Talent masteries: +0.19 Celestial / Combat +0.19 Celestial / Radiance Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +9 Rings make your fingers look great! |
savior's copper ring of luminosity savior's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +1 Mag Changes damage: +11% light Physical save: +7 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Elarin the dwarven-steel greatmaul (39-59 power, 2 apr)Elarin the dwarven-steel greatmaul (39-59 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Accuracy: +24 (+6 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +5 Wil Changes resistances penetration: +15% blight Changes damage: +15% mind Mindpower: +30 (+11 eff.) Mental crit. chance: +3% Combat speed: +10% Massive two-handed mauls. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
steel longsword 'Blindwar' (14-20 power, 3 apr) steel longsword 'Blindwar' (14-20 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 24 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +20 mind When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% light Changes damage: +3% mind Sharp, long, and deadly. |
Hellpain the dwarven-steel mace (28-39 power, 4 apr) Hellpain the dwarven-steel mace (28-39 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +11 nature When wielded/worn: Armour penetration: +8 Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 2 fire Changes damage: +6% mind / +9% fire Critical mult.: +18.00% Blunt and deadly. |
Breezebloom (17-23 power, 2 apr) Breezebloom (17-23 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 arcane When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% nature One-handed war axes. |
Bleakwilder (1 def, 0 armour) Bleakwilder (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% cold Mental save: +6 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kizilahek the linen cloak (17 def, 0 armour) Kizilahek the linen cloak (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +17 (+5 eff.) Changes resistances: +3% lightning Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Pinning immunity: +20% Maximum life: +20.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckguile (2 def, 0 armour) Muckguile (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +37 (+10 eff.) Armour penetration: +2 Physical power: +15 (+5 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Changes stats: +3 Dex / +4 Con Changes damage: +21% nature Maximum life: +45.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Str / +1 Con Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
linen robe of life (0 def, 0 armour) linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% blight / +7% all Life regen: +1.60 Maximum life: +42.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of light (+19%) (0 def, 0 armour) shimmering cashmere robe of light (+19%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +19% light / +11% all Changes damage: +12% arcane / +13% light Maximum mana: +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkrage the pair of iron boots (0 def, 3 armour) Murkrage the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str / +1 Mag Changes resistances: +3% darkness See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Siluma the pair of iron boots (0 def, 3 armour) Siluma the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +3 Mag / +3 Con Changes resistances: +6% nature / +3% fire Spell save: +3 (+1 eff.) Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorelranor the Glimmersear (0 def, 3 armour) Vorelranor the Glimmersear (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 10% chance to reduce armor by 41% Changes resistances: +12% acid Changes damage: +6% light / +15% cold Stamina each turn: +0.30 Maximum life: +31.00 Light radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +1 Con Physical save: +12 (+4 eff.) Mental save: +13 (+5 eff.) A pair of boots made of leather. |
Cyrobremina the hardened leather gloves (30 def, 2 armour) Cyrobremina the hardened leather gloves (30 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+7 eff.) Armour: +2 Defense: +30 (+10 eff.) Changes resistances: +2% physical Physical save: +6 (+2 eff.) Life regen: +2.90 Stamina each turn: +0.70 Psi each turn: +0.17 Only die when reaching: -80.00 life Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of magic (+3) (0 def, 1 armour) restful rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armyrim the Hazewar (2 def, 0 armour) Armyrim the Hazewar (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +2 Con Changes resistances: +6% cold / +15% fire Changes damage: +10% fire Reduces incoming crit damage: 15.00% See invisible: +15 A pointy cloth hat, very wizardly... |
Noondeath (2 def, 0 armour) Noondeath (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 10 mind Changes stats: +4 Cun / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +18% light Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Smearvice (0 def, 1 armour) Smearvice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +15% fire / +5% cold Changes damage: +3% nature Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +40.00 Maximum hate: +4.00 A cap made of leather. |
Xanulle the Glitternail (2 def, 0 armour) Xanulle the Glitternail (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 mind Changes resistances: +3% light Changes resistances penetration: +10% darkness / +25% light / +10% mind Changes damage: +9% light Equilibrium when hit: +1.50 Psi when hit: +1.30 Hate when hit: +1.80 A pointy cloth hat, very wizardly... |
Yvynor the linen wizard hat (1 def, 0 armour) Yvynor the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes stats: +4 Cun / +2 Con Changes resistances: +15% light Changes resistances penetration: +10% mind Changes damage: +10% light A pointy cloth hat, very wizardly... |
steel mail armour 'Unrikath' (31 def, 17 armour) steel mail armour 'Unrikath' (31 def, 17 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +31 (+10 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Cun Changes resistances: +3% physical Critical mult.: +5.00% Physical save: +8 (+3 eff.) Mental save: +15 (+5 eff.) Life regen: +3.90 Stamina each turn: +1.10 A suit of armour made of mail. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
561 alchemist agate 561 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunydechak (dig speed 40 turns) Gunydechak (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 mind Changes stats: +2 Str / +3 Dex / +1 Mag / +1 Wil / +1 Cun Changes resistances penetration: +10% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Gleampierce GleampierceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances penetration: +5% light / +5% arcane Changes damage: +3% light Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Muckspire the iron torque of clear mind [power 1] (29/25 cooldown) Muckspire the iron torque of clear mind [power 1] (29/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +15% fire / +6% nature / +6% cold Changes damage: +12% nature It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (29/15 cooldown) iron torque of mindblast [power 100] (29/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Betalralaith [power 188] (29/15 cooldown) Betalralaith [power 188] (29/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Aretar the Sleethash [power 110] (29/15 cooldown) Aretar the Sleethash [power 110] (29/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 2 light Changes resistances: +6% acid / +9% cold Changes damage: +12% light / +6% cold Light radius: +3 It can be used to fire a magical bolt dealing 110 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz 3 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By SunRayban the Cornac Sun Paladin level 25
20th Haze 122nd year of Ascendancy at 22:10 see stats
By SunRayban the Cornac Sun Paladin level 22
48th Dusk 122nd year of Ascendancy at 19:17 see stats
By SunRayban the Cornac Sun Paladin level 28
32nd Haze 122nd year of Ascendancy at 17:23 see stats
By SunRayban the Cornac Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 02:40 see stats
By SunRayban the Cornac Sun Paladin level 20
33rd Dusk 122nd year of Ascendancy at 04:20 see stats
By SunRayban the Cornac Sun Paladin level 30
41st Haze 122nd year of Ascendancy at 01:54 see stats
By SunRayban the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 20:36 see stats
By SunRayban the Cornac Sun Paladin level 21
46th Dusk 122nd year of Ascendancy at 23:36 see stats
By SunRayban the Cornac Sun Paladin level 12
3rd Flare 122nd year of Ascendancy at 03:36 see stats
By SunRayban the Cornac Sun Paladin level 12
1st Flare 122nd year of Ascendancy at 00:05 see stats
By SunRayban the Cornac Sun Paladin level 23
60th Dusk 122nd year of Ascendancy at 03:50 see stats
By SunRayban the Cornac Sun Paladin level 17
19th Dusk 122nd year of Ascendancy at 09:26 see stats
Log
Grappled from Porerin the vampire hits SunRayban for 56 physical damage.
Deadly Poison from Porerin the vampire hits SunRayban for 60 nature damage.
Grappling hits SunRayban for 0 physical damage.
Rotting Disease from Porerin the vampire hits SunRayban for 37 blight damage.
Searing Sight hits Porerin the vampire for (25 flat reduction), (0 flat reduction), 0 physical, 1 light (1 total damage).
SunRayban hits Porerin the vampire for (2 flat reduction), 0 blight, (1 flat reduction), 0 nature, (3 flat reduction), 0 physical (0 total damage).
Shield of Light hits SunRayban for 20 healing, 20 healing, 20 healing, 20 healing (0 total damage) [84 healing].
Porerin the vampire slows down.
Porerin the vampire unleashes a flurry of disrupting kicks.
Porerin the vampire performs a melee critical strike against SunRayban!
SunRayban shrugs off the effect 'Frozen'!
Porerin the vampire performs a melee critical strike against SunRayban!
Porerin the vampire performs a melee critical strike against SunRayban!
SunRayban shrugs off the effect 'Frozen'!
Porerin the vampire performs a melee critical strike against SunRayban!
Porerin the vampire uses Cripple.
Porerin the vampire performs a melee critical strike against SunRayban!
Porerin the vampire performs a melee critical strike against SunRayban!
SunRayban deactivates Searing Sight.
SunRayban deactivates Weapon of Light.
SunRayban deactivates Weapon of Wrath.
SunRayban deactivates Shield of Light.
SunRayban deactivates Premonition.
Porerin the vampire damages himself through Martyrdom!
Grappling hits SunRayban for 1 physical, 1 physical, 1 physical (5 total damage).
Porerin the vampire hits SunRayban for 104 physical, 8 cold, 3 fire, 8 cold, 100 physical, 8 cold, 3 fire, 8 cold, 99 physical, 8 cold, 3 fire, 8 cold, 102 physical, 8 cold, 3 fire, 296 physical (781 total damage).
Melee retaliation hits Porerin the vampire for (25 flat reduction), (0 flat reduction), 0 physical, 8 light, (4 flat reduction), 0 arcane, (2 flat reduction), 0 mind, (25 flat reduction), (0 flat reduction), 0 physical, 8 light, (4 flat reduction), 0 arcane, (2 flat reduction), 0 mind, (25 flat reduction), (0 flat reduction), 0 physical, 8 light, (4 flat reduction), 0 arcane, (2 flat reduction), 0 mind, (25 flat reduction), 8 light, (4 flat reduction), 0 arcane, (2 flat reduction), 0 mind, (25 flat reduction), 3 light, (3 flat reduction), 0 arcane, (0 flat reduction), 0 mind, (25 flat reduction), 3 light, (3 flat reduction), 0 arcane, (1 flat reduction), 0 mind (38 total damage).
SunRayban hits Porerin the vampire for (6 flat reduction), 0 physical, (0 flat reduction), 0 cold, (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (6 flat reduction), 0 physical, (0 flat reduction), 0 cold, (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (6 flat reduction), 0 physical, (0 flat reduction), 0 cold, (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (7 flat reduction), 0 physical, (0 flat reduction), 0 cold, (0 flat reduction), 0 fire, (20 flat reduction), 0 physical (0 total damage).
Shield of Light hits SunRayban for 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing, 20 healing (0 total damage) [398 healing].
SunRayban the level 31 cornac sun paladin was torn limb from limb to death by Porerin the vampire on level 5 of Dreadfell.