
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 42 / 6% |
Size | medium |
Lifes / Deaths | Killed by Alexiel at level 15 on the 42nd Dusk 122nd year of Ascendancy at 19:35 / 70Killed by Urkis, the High Tempest at level 15 on the 46th Dusk 122nd year of Ascendancy at 17:59 Killed by Urkis, the High Tempest at level 15 on the 46th Dusk 122nd year of Ascendancy at 18:12 Killed by Urkis, the High Tempest at level 15 on the 46th Dusk 122nd year of Ascendancy at 18:25 Killed by Urkis, the High Tempest at level 15 on the 46th Dusk 122nd year of Ascendancy at 18:42 Killed by Alexiel at level 16 on the 58th Dusk 122nd year of Ascendancy at 07:25 Killed by corrupted armoured skeleton warrior at level 18 on the 29th Haze 122nd year of Ascendancy at 09:48 Killed by corrupted armoured skeleton warrior at level 18 on the 29th Haze 122nd year of Ascendancy at 13:31 Killed by corrupted armoured skeleton warrior at level 18 on the 30th Haze 122nd year of Ascendancy at 06:27 Killed by armoured skeleton warrior at level 18 on the 30th Haze 122nd year of Ascendancy at 10:48 Killed by Tanetenz the thalore at level 18 on the 31st Haze 122nd year of Ascendancy at 18:54 Killed by corrupted armoured skeleton warrior at level 19 on the 45th Haze 122nd year of Ascendancy at 11:38 Killed by Glessra the Blightborn at level 21 on the 2nd Decay 122nd year of Ascendancy at 08:00 Killed by Glessra the Blightborn at level 21 on the 2nd Decay 122nd year of Ascendancy at 08:45 Killed by Grand Corruptor at level 22 on the 3rd Decay 122nd year of Ascendancy at 08:21 Killed by Grand Corruptor at level 22 on the 3rd Decay 122nd year of Ascendancy at 08:34 Killed by elven blood mage at level 22 on the 3rd Decay 122nd year of Ascendancy at 09:55 Killed by elven blood mage at level 22 on the 3rd Decay 122nd year of Ascendancy at 11:38 Killed by Porywyn the grave wight at level 22 on the 4th Decay 122nd year of Ascendancy at 00:20 Killed by Layirianor the runed bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 04:35 Killed by Layirianor the runed bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 06:28 Killed by Layirianor the runed bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 08:11 Killed by Belisevena the bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 09:13 Killed by Celia at level 22 on the 2nd Allure 123rd year of Ascendancy at 11:05 Killed by Belisevena the bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 12:31 Killed by Celia at level 22 on the 2nd Allure 123rd year of Ascendancy at 13:38 Killed by Belisevena the bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 13:38 Killed by Celia at level 22 on the 2nd Allure 123rd year of Ascendancy at 17:59 Killed by Belisevena the bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 17:59 Killed by Belisevena the bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 19:01 Killed by Celia at level 22 on the 2nd Allure 123rd year of Ascendancy at 20:19 Killed by Layirianor the runed bone giant at level 22 on the 2nd Allure 123rd year of Ascendancy at 21:54 Killed by Aerussra the Guardian at level 22 on the 16th Regrowth 123rd year of Ascendancy at 21:54 Killed by Belavena the war bear at level 23 on the 18th Regrowth 123rd year of Ascendancy at 16:43 Killed by Adisevea the weaver matriarch at level 23 on the 18th Regrowth 123rd year of Ascendancy at 18:50 Killed by Adisevea the weaver matriarch at level 23 on the 18th Regrowth 123rd year of Ascendancy at 19:17 Killed by Lord of Skulls (warrior) at level 23 on the 18th Regrowth 123rd year of Ascendancy at 19:31 Killed by armoured skeleton warrior at level 23 on the 18th Regrowth 123rd year of Ascendancy at 20:33 Killed by Lord of Skulls (archer) at level 23 on the 18th Regrowth 123rd year of Ascendancy at 22:37 Killed by Lord of Skulls (warrior) at level 23 on the 19th Regrowth 123rd year of Ascendancy at 01:45 Killed by ghoulking at level 29 on the 79th Pyre 123rd year of Ascendancy at 04:22 Killed by ghast at level 29 on the 79th Pyre 123rd year of Ascendancy at 06:55 Killed by ghoulking at level 30 on the 4th Mirth 123rd year of Ascendancy at 19:25 Killed by The Master at level 30 on the 4th Mirth 123rd year of Ascendancy at 20:45 Killed by The Master at level 30 on the 4th Mirth 123rd year of Ascendancy at 22:33 Killed by orc necromancer at level 34 on the 9th Haze 123rd year of Ascendancy at 10:05 Killed by ghoulking at level 35 on the 9th Haze 123rd year of Ascendancy at 15:38 Killed by Geselle the orc necromancer at level 35 on the 10th Haze 123rd year of Ascendancy at 11:35 Killed by Gelle the orc necromancer at level 35 on the 10th Haze 123rd year of Ascendancy at 17:32 Killed by orc blood mage at level 35 on the 11st Haze 123rd year of Ascendancy at 05:12 Killed by Rak'shor, Grand Necromancer of the Pride at level 36 on the 12nd Haze 123rd year of Ascendancy at 10:35 Killed by ghast at level 36 on the 12nd Haze 123rd year of Ascendancy at 12:28 Killed by Ce'Norin the Guardian at level 36 on the 12nd Haze 123rd year of Ascendancy at 19:47 Killed by Ce'Norin the Guardian at level 36 on the 12nd Haze 123rd year of Ascendancy at 20:37 Killed by Ce'Norin the Guardian at level 36 on the 12nd Haze 123rd year of Ascendancy at 22:17 Killed by forge-giant at level 36 on the 13rd Haze 123rd year of Ascendancy at 02:01 Killed by minotaur at level 36 on the 13rd Haze 123rd year of Ascendancy at 03:43 Killed by blinkwyrm at level 36 on the 13rd Haze 123rd year of Ascendancy at 08:43 Killed by Rak'Shor Cultist at level 37 on the 63rd Haze 123rd year of Ascendancy at 14:21 Killed by radiant horror at level 37 on the 73rd Haze 123rd year of Ascendancy at 23:36 Killed by luminous horror at level 37 on the 74th Haze 123rd year of Ascendancy at 09:00 Killed by radiant horror at level 37 on the 74th Haze 123rd year of Ascendancy at 11:12 Killed by ritch flamespitter at level 40 on the 3rd Regrowth 124th year of Ascendancy at 13:42 Killed by Salikira the orc mage-hunter at level 40 on the 4th Regrowth 124th year of Ascendancy at 20:28 Killed by Salikira the orc mage-hunter at level 40 on the 4th Regrowth 124th year of Ascendancy at 22:01 Killed by rimebark at level 41 on the 5th Regrowth 124th year of Ascendancy at 09:10 Killed by rimebark (wild summon) at level 41 on the 5th Regrowth 124th year of Ascendancy at 12:57 Killed by Nerukira the ice wyrm at level 41 on the 6th Regrowth 124th year of Ascendancy at 17:38 Killed by Alexiel's Inner Demon at level 41 on the 6th Regrowth 124th year of Ascendancy at 21:54 Killed by giant spider at level 41 on the 7th Regrowth 124th year of Ascendancy at 00:22 |
Primary Stats
Strength | 107 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 65 (base 47) |
Magic | 41 (base 11) |
Willpower | 17 (base 10) |
Cunning | 34 (base 10) |
Resources
Life | 1671/1671 |
Positive | 153/153 |
Stamina | 208/208 |
Healing Factor | 1.0041355335885 |
Regeneration | 10.891007089796 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 12 |
See Stealth | 8 |
See Invisible | 19 |
Offense: Mainhand
Damage | 127 |
Accuracy | 48 |
Crit Chance | 10% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Physical | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 128.05119132777 (100%) |
Defense | 48 |
Ranged Defense | 52 |
Fatigue | 57 |
Physical Save | 58 |
Spell Save | 52 |
Mental Save | 2 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 34%( 70%) |
All | + 22%( 70%) |
Darkness | + 56%( 70%) |
Physical | + 36%( 70%) |
Mind | + 31%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 33% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 20% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 130 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Chant of Resistance |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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. 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. | 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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 ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +5 Dex / +2 Wil Changes resistances: +5% arcane Blindness immunity: +34% Confusion immunity: +13% Light radius: +9 Infravision radius: +3 See stealth: +8 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 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: +5 Str / +6 Mag / +5 Cun Changes resistances: +6% darkness Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 503.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Defense: +10 (+3 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to reduce all saves and defense by 19 Damage (Melee): 10 mind / 18 darkness Changes stats: +2 Cun / +1 Mag Changes resistances: +4% physical Changes resistances penetration: +10% physical Mental save: -13 (-13 eff.) Only die when reaching: -20.00 life Mindpower: +5 (+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 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects when hit in melee: * 25% chance to reduce strength, dexterity, and constitution by 21 * 25% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 arcane Changes resistances penetration: +5% light Mana each turn: +0.08 Maximum vim: +20.00 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 56. * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Cun / +4 Str Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+8 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) See invisible: +9 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 costs 1 power out of 1/1. "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 | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 51.0 - 71.4 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% Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances: +9% mind / +9% fire Changes damage: +3% fire Blunt and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Changes resistances: +3% mind / +3% darkness Changes damage: +6% mind Physical save: +23 (+6 eff.) Silence immunity: +20% Confusion immunity: +10% Life regen: +1.70 Maximum life: +56.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Damage when hit (Melee): 6 cold Changes stats: +1 Str / +2 Con Changes resistances: +6% cold Maximum life: +95.00 Maximum mana: +80.00 Maximum stamina: +17.00 Maximum vim: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +8 Cun / +4 Wil Changes resistances: +23% fire Cut immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +80.00 Mental crit. chance: +4% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 218.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Dex Changes damage: +6% physical Reduces incoming crit damage: 15.00% Blindness immunity: +29% Teleport immunity: +20% Life regen: +4.00 Maximum stamina: +10.00 Infravision radius: +4 See stealth: +11 See invisible: +11 Rings make your fingers look great! |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Changes stats: +7 Con / +7 Wil Changes resistances penetration: +5% physical Maximum life: +33.00 Sharp, long, and deadly. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 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): +4 light When wielded/worn: Changes resistances: +6% light / +3% fire Poison immunity: +10% See invisible: +3 One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +23 lightning / +9 cold When wielded/worn: Accuracy: +26 (+8 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +7 Cun / +2 Mag Changes resistances penetration: +13% lightning / +18% cold / +10% all Disarm immunity: +36% Light radius: +2 See invisible: +3 Movement speed: +32% One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 69 cold damage (1/turn) When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +5 Str Changes resistances penetration: +10% cold Changes damage: +13% cold / +9% physical One-handed war axes. |
![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 19 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 arcane Changes resistances: +14% light / +12% darkness Changes resistances penetration: +10% mind Changes damage: +3% mind / +3% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 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%) Crit. chance: +3.5% Block value: +73 Damage (Melee): +15 physical / +13 cold When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +13% physical / +12% cold Talent granted: +1 Block Slows Projectiles: +15% Bonus block near projectiles: +24 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +20 fire Damage (radius 1) on hit: +16 acid When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 9% chance to reduce all saves and defense by 19 * 20% chance to reduce armor by 31% * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 21% chance to reduce all saves and defense by 19 Changes resistances penetration: +15% acid / +10% temporal Changes damage: +3% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Mental save: +13 (+13 eff.) Life regen: +1.00 Maximum life: +28.00 Healing mod.: +13% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 9 fire Damage when hit (Melee): 9 acid / 8 fire Changes resistances: +10% acid / +10% fire / +5% mind Mental save: +12 (+12 eff.) A suit of armour made of mail. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+13 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+9 eff.) Spell save: +35 (+11 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+8 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +30 (+8 eff.) Defense: +10 (+3 eff.) Changes resistances: +5% arcane Physical save: +8 (+2 eff.) Maximum stamina: +30.00 Spellpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 8 lightning / 8 fire / 4 darkness Changes resistances: +3% darkness Changes resistances penetration: +15% darkness / +10% physical Changes damage: +6% darkness A pair of boots made of leather. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +10 Fatigue: +3% Changes resistances: +9% temporal Mental save: +6 (+6 eff.) Poison immunity: +20% Spellpower: +7 (+2 eff.) Mindpower: +12 (+6 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes resistances: +8% lightning / +6% fire Changes resistances penetration: +25% blight Changes damage: +6% lightning / +15% fire / +6% nature / +6% blight 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Damage (Melee): 15 fire Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances: +20% fire Changes resistances penetration: +25% temporal Changes damage: +8% fire Life regen: +8.00 Stamina each turn: +1.50 Maximum stamina: +34.00 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.82 to 83.45 lightning damage (55.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+8 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+10 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+10 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-18 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.00 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Mag Maximum mana: +20.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 45% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+4 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Achievements
By Alexiel the Thalore Bulwark level 31
1st Summertide 123rd year of Ascendancy at 11:17 see stats
By Alexiel the Thalore Bulwark level 31
5th Mirth 123rd year of Ascendancy at 19:31 see stats
By Alexiel the Thalore Bulwark level 34
72nd Dusk 123rd year of Ascendancy at 08:55 see stats
By Alexiel the Thalore Bulwark level 37
63rd Haze 123rd year of Ascendancy at 16:10 see stats
By Alexiel the Thalore Bulwark level 22
10th Decay 122nd year of Ascendancy at 22:43 see stats
By Alexiel the Thalore Bulwark level 33
18th Dusk 123rd year of Ascendancy at 05:54 see stats
By Alexiel the Thalore Bulwark level 38
74th Haze 123rd year of Ascendancy at 17:30 see stats
By Alexiel the Thalore Bulwark level 18
77th Dusk 122nd year of Ascendancy at 15:59 see stats
By Alexiel the Thalore Bulwark level 16
52nd Dusk 122nd year of Ascendancy at 04:41 see stats
By Alexiel the Thalore Bulwark level 23
58th Regrowth 123rd year of Ascendancy at 13:04 see stats
By Alexiel the Thalore Bulwark level 41
5th Regrowth 124th year of Ascendancy at 17:32 see stats
By Alexiel the Thalore Bulwark level 32
5th Flare 123rd year of Ascendancy at 20:12 see stats
By Alexiel the Thalore Bulwark level 10
23rd Dusk 122nd year of Ascendancy at 06:23 see stats
By Alexiel the Thalore Bulwark level 20
46th Haze 122nd year of Ascendancy at 10:30 see stats
By Alexiel the Thalore Bulwark level 30
2nd Mirth 123rd year of Ascendancy at 17:38 see stats
By Alexiel the Thalore Bulwark level 40
2nd Regrowth 124th year of Ascendancy at 22:59 see stats
By Alexiel the Thalore Bulwark level 23
48th Regrowth 123rd year of Ascendancy at 05:45 see stats
By Alexiel the Thalore Bulwark level 27
18th Pyre 123rd year of Ascendancy at 23:25 see stats
By Alexiel the Thalore Bulwark level 39
2nd Regrowth 124th year of Ascendancy at 07:55 see stats
By Alexiel the Thalore Bulwark level 34
19th Dusk 123rd year of Ascendancy at 04:21 see stats
By Alexiel the Thalore Bulwark level 29
79th Pyre 123rd year of Ascendancy at 06:53 see stats
By Alexiel the Thalore Bulwark level 22
3rd Decay 122nd year of Ascendancy at 23:23 see stats
By Alexiel the Thalore Bulwark level 15
45th Dusk 122nd year of Ascendancy at 22:42 see stats
By Alexiel the Thalore Bulwark level 22
7th Allure 123rd year of Ascendancy at 06:02 see stats
By Alexiel the Thalore Bulwark level 23
19th Regrowth 123rd year of Ascendancy at 09:31 see stats
By Alexiel the Thalore Bulwark level 18
37th Haze 122nd year of Ascendancy at 11:50 see stats
By Alexiel the Thalore Bulwark level 30
5th Mirth 123rd year of Ascendancy at 01:01 see stats
Log
Today is the 11st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 11:45.
Today is the 12nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 13rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 14th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Orcs patrol's morale has been lowered.
Ran for 4 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Today is the 15th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 16th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 17th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 18th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 19th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 20th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.