Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 29 / 93% |
Size | big |
Lifes / Deaths | Killed by elven blood mage at level 29 on the 48th Pyre 123rd year of Ascendancy at 14:36 / 1 |
Primary Stats
Strength | 145 (base 49) |
Dexterity | 56 (base 20) |
Constitution | 71 (base 60) |
Magic | 13 (base 10) |
Willpower | 46 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -231/988 |
Stamina | 249/289 |
Healing Factor | 1.581801953332 |
Regeneration | 21.619352504659 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 25.082562303769 |
See Invisible | 28.082562303769 |
Offense: Mainhand
Damage | 228 |
Accuracy | 50 |
Crit Chance | 16% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Light | +3% |
Temporal | +9% |
Blight | +6% |
Physical | +29% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Light | +10% |
Mind | +20% |
Blight | +15% |
Arcane | +20% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.317011280365 (72.903125182002%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 28 |
Mental Save | 36 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 8%( 70%) |
Mind | + 22%( 70%) |
All | + 3%( 70%) |
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 12%( 70%) |
Fire | + 19%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 99% |
Bleed Resistance | 100% |
Confusion Resistance | 69% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 561 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 428.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 40 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. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Poluda the vampire. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Mayadhebeth the copperhead snake. Escort: temporal explorer (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 83. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Mobers' (0 def, 11 armour) pair of dwarven-steel boots 'Mobers' (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +20% arcane / +5% physical Changes damage: +9% temporal Only die when reaching: -40.00 life Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dawnstake the alchemist's lamp Dawnstake the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% mind / +7% fire Changes resistances penetration: +10% light Reduces incoming crit damage: 15.00% Confusion immunity: +20% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Drygrim (0 def, 3 armour) =current= Drygrim (0 def, 3 armour) =current=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +2 Mag / +6 Wil / +5 Con Changes resistances: +8% physical Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) See invisible: +3 A cap made of leather. |
Tool | Infernoobeisance the ash totem of stinging [power 200] (13 cooldown) =current= Infernoobeisance the ash totem of stinging [power 200] (13 cooldown) =current=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +30 (+6 eff.) Changes resistances: +3% fire Critical mult.: +15.00% Physical save: +6 (+2 eff.) It can be used to sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Hellsquick HellsquickCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +6 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +6 Str / +6 Con Changes resistances: +3% lightning Changes resistances penetration: +15% blight / +15% fire Cut immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Gana the rough leather belt =current= Gana the rough leather belt =current=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +8 Changes damage: +21% physical Physical save: +7 (+2 eff.) Confusion immunity: +20% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+6 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 16 power out of 18/18) : Effective talent level: 3.9 Power cost: 16 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
On hands | Searwinnow the dwarven-steel gauntlets (0 def, 2 armour) Searwinnow the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +6% lightning / +9% temporal / +5% arcane Changes resistances penetration: +20% mind Changes damage: +6% fire Life regen: +3.00 Stamina each turn: +0.60 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Arthothad (5 def, 10 armour) Arthothad (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +1 Mag / +14 Wil / +15 Cun Changes resistances: +20% acid Changes damage: +6% blight Critical mult.: +20.00% Mental save: +28 (+11 eff.) Mana each turn: +0.04 Damage Shield penetration: +20% A suit of armour made of mail. |
Cloak | Pyremaster (1 def, 0 armour) =current= Pyremaster (1 def, 0 armour) =current=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 physical Changes stats: +7 Str / +3 Dex / +2 Cun Changes resistances: +1% physical / +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Kadodas the Kindleworth Kadodas the KindleworthInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% mind / +3% light Changes damage: +3% light Critical mult.: +15.00% Confusion immunity: +28% Equilibrium when hit: +0.04 Light radius: +3 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -425; dur 7; cd 28)heroism infusion (die at -425; dur 7; cd 28) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 850 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar =die?= Fanged Collar =die?=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet 'Tempestpassion' steel amulet 'Tempestpassion'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 6 arcane Changes stats: +3 Str Changes resistances: +15% lightning Changes damage: +9% arcane Talent mastery: +0.22 Cunning / Survival Stamina each turn: +3.00 Amulets make your neck look great! |
wanderer's copper amulet =old, keep= wanderer's copper amulet =old, keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.30 Movement speed: +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: +6 Dex / +4 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Gleambringer =old= Gleambringer =old=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +6 Changes stats: +3 Dex Changes resistances: +1% physical Changes damage: +6% physical Only die when reaching: -20.00 life Light radius: +1 Rings make your fingers look great! |
Glitterraider =keep?= Glitterraider =keep?=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +4 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Stamina each turn: +1.00 Only die when reaching: -40.00 life Light radius: +1 Rings make your fingers look great! |
conjurer's gold ring of perseverance conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +24% Life regen: +3.00 Spellpower: +5 (+5 eff.) Rings make your fingers look great! |
solipsist's gold ring of darkness (+26%) solipsist's gold ring of darkness (+26%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +26% darkness Changes damage: +13% darkness Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! |
warrior's gold ring of clarity warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +7 (+4 eff.) Confusion immunity: +28% Rings make your fingers look great! |
warrior's gold ring of sensing warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +23% Infravision radius: +4 See stealth: +8 See invisible: +9 Rings make your fingers look great! |
Layyba (33-50 power, 2 apr) Layyba (33-50 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +28 lightning / +16 cold When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +12 Changes stats: +3 Mag / +7 Wil / +14 Con Changes resistances penetration: +16% lightning / +19% cold / +10% all Maximum life: +55.00 Light radius: +2 Infravision radius: +2 Movement speed: +53% Massive two-handed battleaxes. |
Heatspar the dwarven-steel greatmaul (59-88 power, 2 apr) Heatspar the dwarven-steel greatmaul (59-88 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: 59.0 - 88.5 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 temporal / +8 fire When wielded/worn: Changes resistances penetration: +10% fire Silence immunity: +20% Only die when reaching: -80.00 life Healing mod.: +20% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of torment (34-55 power, 2 apr)balanced dwarven-steel greatsword of torment (34-55 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +7 (+3 eff.) Disarm immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword 'Heatwreath' (74-118 power, 3 apr)stralite greatsword 'Heatwreath' (74-118 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 74.0 - 118.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +6.0% Defense: +5 (+2 eff.) Changes stats: +3 Con Critical mult.: +15.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of rage (47-75 power, 3 apr)stralite greatsword of rage (47-75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +5 Str Changes damage: +7% physical Massive two-handed swords. |
truestriking dwarven-steel greatsword of erosion (38-60 power, 2 apr) truestriking dwarven-steel greatsword of erosion (38-60 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +12 Changes resistances penetration: +9% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword of dampening (35-49 power, 5 apr)balanced stralite longsword of dampening (35-49 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+3 eff.) Changes resistances: +9% acid / +11% lightning / +11% cold / +9% fire / +3% all Spell save: +9 (+4 eff.) Disarm immunity: +27% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Isuda (37-51 power, 5 apr)Isuda (37-51 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: 37.0 - 51.8 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: * 12% chance to reduce strength, dexterity, and constitution by 8 * 13% chance to reduce all saves and defense by 22 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +15 blight / +14 mind When wielded/worn: Changes stats: +3 Mag / +4 Wil / +4 Cun Changes damage: +9% arcane Disease immunity: +25% Maximum vim: +20.00 Spell crit. chance: +7% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. NeriraNerira Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +16 acid When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +5% arcane Changes damage: +13% acid / +6% mind Maximum psi: +50.00 Mindpower: +15 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Mayybressra the Glowwaker (20-24 power, 4 apr, acid element)Mayybressra the Glowwaker (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +5% blight Changes damage: +26% acid / +6% light Talent granted: +1 Command Staff Mana each turn: +0.27 Vim when firing critical spell: +2.00 Maximum mana: +63.00 Spellpower: +39 (+23 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element)ethereal elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +5 Mag / +2 Wil Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +90.00 Spellpower: +21 (+14 eff.) Spell crit. chance: +4% Damage Shield penetration: +17% Damage Shield Power: +9% Staves designed for wielders of magic, by the greats of the art. |
Zubomitta the hardened leather belt =keep= Zubomitta the hardened leather belt =keep=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +9 (+2 eff.) Armour: +16 Changes stats: +4 Str / +4 Con Changes resistances: +5% arcane Physical save: +8 (+3 eff.) Pinning immunity: +20% Maximum stamina: +30.00 Size category: +1 A belt that goes around your waist. |
Bloomshaper the cashmere cloak (2 def, 0 armour) =keep= Bloomshaper the cashmere cloak (2 def, 0 armour) =keep=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 nature Changes stats: +2 Wil Changes resistances: +3% cold / +6% mind / +6% nature Changes resistances penetration: +25% mind Mental save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. This object's appearance was changed to Ethereal Embrace. |
Betamira (0 def, 3 armour) =keep= Betamira (0 def, 3 armour) =keep=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: +8.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 acid Changes stats: +3 Str Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galeblur the pair of iron boots (0 def, 3 armour) =keep, carry= Galeblur the pair of iron boots (0 def, 3 armour) =keep, carry=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 6 lightning Changes resistances: +6% blight / +6% temporal / +3% light / +3% nature Maximum encumbrance: +22 Physical save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) =rest= Wanderer's Rest (4 def, 0 armour) =rest=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Cloudzeal' (0 def, 4 armour) =old= pair of dwarven-steel boots 'Cloudzeal' (0 def, 4 armour) =old=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +2 Cun / +4 Con Changes resistances: +9% lightning / +6% cold Changes resistances penetration: +7% physical Changes damage: +3% lightning / +3% cold Maximum psi: +40.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 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 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blazebrand' (0 def, 3 armour) =keep= pair of iron boots 'Blazebrand' (0 def, 3 armour) =keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +4 Str / +4 Cun / +4 Con Changes resistances: +15% lightning Changes damage: +6% physical Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of dwarven-steel boots of invasion (0 def, 4 armour)restorative pair of dwarven-steel boots of invasion (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +7% physical Life regen: +4.00 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Eclipsekarma' (0 def, 2 armour) =keep= dwarven-steel gauntlets 'Eclipsekarma' (0 def, 2 armour) =keep=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage (Melee): 7 fire Changes resistances: +6% light / +8% fire Changes damage: +6% cold / +5% fire Spell save: +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of sorrow (0 def, 7 armour)heroic voratun gauntlets of sorrow (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Effects on melee hit: * 15% chance to reduce all saves and defense by 22 Damage (Melee): 20 mind / 15 darkness Mental save: -2 (-1 eff.) Maximum life: +70.00 Mindpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Manikalthosta the cashmere wizard hat (2 def, 0 armour) =keep= Manikalthosta the cashmere wizard hat (2 def, 0 armour) =keep=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +6 Con Changes resistances: +8% lightning / +10% temporal Only die when reaching: -40.00 life Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. multi-hued hardened leather armour (9 def, 6 armour)multi-hued hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% physical / +8% cold / +8% lightning / +10% fire Mindpower: +10 (+5 eff.) A suit of armour made of leather. |
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. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) =dig= iron pickaxe of endurance (dig speed 37 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
3 garnet 3 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. |
ruby 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) =hermit-sand= Rod of Recall (2/2) =hermit-sand=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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of crippling (23/23, 31-37 power, 3 apr)pouch of dwarven-steel shots of crippling (23/23, 31-37 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
evasive elven-wood totem of healing [power 332] (13 cooldown) =heal= evasive elven-wood totem of healing [power 332] (13 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 332 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Nythad the Cloudstreak [power 116] (13 cooldown) =keep= Nythad the Cloudstreak [power 116] (13 cooldown) =keep=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 8 lightning Changes resistances: +5% arcane / +3% darkness Spell save: +9 (+4 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 13 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. |
Veleba [power 188] (13 cooldown) Veleba [power 188] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +10 (+5 eff.) Changes stats: +4 Wil Changes resistances: +4% physical Changes damage: +12% physical Physical save: +6 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz 5 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. |
6 citrine 6 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. |
Achievements
By Deathblade the Skeleton Berserker level 29
42nd Pyre 123rd year of Ascendancy at 23:10 see stats
By Deathblade the Skeleton Berserker level 29
47th Pyre 123rd year of Ascendancy at 09:36 see stats
By Deathblade the Skeleton Berserker level 29
40th Pyre 123rd year of Ascendancy at 22:10 see stats
By Deathblade the Skeleton Berserker level 14
29th Haze 122nd year of Ascendancy at 11:07 see stats
By Deathblade the Skeleton Berserker level 20
10th Regrowth 123rd year of Ascendancy at 00:11 see stats
By Deathblade the Skeleton Berserker level 20
9th Regrowth 123rd year of Ascendancy at 18:52 see stats
By Deathblade the Skeleton Berserker level 25
33rd Pyre 123rd year of Ascendancy at 00:22 see stats
By Deathblade the Skeleton Berserker level 23
77th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Deathblade the Skeleton Berserker level 10
8th Mirth 122nd year of Ascendancy at 22:14 see stats
By Deathblade the Skeleton Berserker level 20
7th Allure 123rd year of Ascendancy at 22:27 see stats
By Deathblade the Skeleton Berserker level 18
68th Haze 122nd year of Ascendancy at 00:39 see stats
By Deathblade the Skeleton Berserker level 25
32nd Pyre 123rd year of Ascendancy at 06:27 see stats
By Deathblade the Skeleton Berserker level 18
50th Haze 122nd year of Ascendancy at 12:52 see stats
By Deathblade the Skeleton Berserker level 29
47th Pyre 123rd year of Ascendancy at 09:36 see stats
By Deathblade the Skeleton Berserker level 5
3rd Mirth 122nd year of Ascendancy at 15:51 see stats
By Deathblade the Skeleton Berserker level 29
47th Pyre 123rd year of Ascendancy at 09:36 see stats
By Deathblade the Skeleton Berserker level 22
72nd Regrowth 123rd year of Ascendancy at 04:32 see stats
By Deathblade the Skeleton Berserker level 12
7th Flare 122nd year of Ascendancy at 04:34 see stats
By Deathblade the Skeleton Berserker level 22
71st Regrowth 123rd year of Ascendancy at 10:34 see stats
By Deathblade the Skeleton Berserker level 23
76th Regrowth 123rd year of Ascendancy at 02:45 see stats
By Deathblade the Skeleton Berserker level 17
49th Haze 122nd year of Ascendancy at 02:38 see stats
By Deathblade the Skeleton Berserker level 28
39th Pyre 123rd year of Ascendancy at 22:14 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Elven blood mage's Blood Grasp hits Deathblade for 167 blight damage.
Elven blood mage receives 35 healing from Elven blood mage's Blood Grasp.
Elven cultist casts Rune: Biting Gale.
Deathblade is encased in ice!
Elven cultist hits Deathblade for 170 cold damage.
Elven cultist casts Soul Rot.
Berserker Rage's rage awakens!
Deathblade forces the iceblock to shatter.
Deathblade resists the terror!
Deathblade is free from the ice.
Melee retaliation hits Iceblock for 3 physical, 13 fire (15 total damage).
Elven blood mage casts Timeless.
Deathblade is recovering from the damage!
Deathblade is afflicted by a weakness disease!
Elven blood mage casts Blood Boil.
Deathblade is free from the weakness disease.
Deathblade slows down.
Elven cultist's Soul Rot hits Deathblade for 225 blight damage.
Elven blood mage hits Deathblade for 212 blight damage.
Elven blood mage receives 49 healing.
Elven cultist casts Drain.
Elven cultist hits Deathblade for 204 blight damage.
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Elven blood mage is surging arcane power.
Elven blood mage hits Deathblade for 336 blight damage.
Deathblade the level 29 skeleton berserker was plagued to death by an elven blood mage on level 1 of Dark crypt.
Deathblade's rage subsides!