Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Archmage |
| Level / Exp | 24 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by blue jelly at level 17 on the 7th Shortage 122nd year of Ascendancy at 01:43 2 / 4Killed by Belydherin the armoured skeleton warrior at level 23 on the 27th Gold 123rd year of Ascendancy at 21:38 Killed by skeleton warrior at level 23 on the 28th Gold 123rd year of Ascendancy at 06:18 Killed by skeleton mage at level 24 on the 30th Gold 123rd year of Ascendancy at 21:44 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 47 (base 41) |
| Magic | 51 (base 50) |
| Willpower | 19 (base 13) |
| Cunning | 15 (base 11) |
Resources
| Life | 639/639 |
| Mana | 306/306 |
| Healing Factor | 1.25 |
| Regeneration | 4.3125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 13 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45.666666666667 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.65 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Cold | +15% |
| All | 0% |
| Darkness | +15% |
| Light | +15% |
| Mind | +9% |
| Arcane | +3% |
| Fire | +20% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 15 (50%) |
| Defense | 9.7 |
| Ranged Defense | 9.7 |
| Fatigue | 2 |
| Physical Save | 41.822819616041 |
| Spell Save | 40.406152949375 |
| Mental Save | 46.872819616041 |
Defense: Resistances
| Darkness | + 20%( 70%) |
| Mind | + 16%( 70%) |
| All | 0%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 20%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Bleed Resistance | 50% |
| Confusion Resistance | 32% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 12% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 315 life. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 922% over 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. You have aided Agrimley the hermit in creating an elixir of focus. 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 orc heart. * You've found the needed naga tongue. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.10 Spellpower: +2 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
| On fingers | savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +8 Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +24% Maximum life: +25.00 Rings can have magical properties. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| Around waist | hardened leather belt 'Bethulrawen' hardened leather belt 'Bethulrawen'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Wil Changes resistances: +6% mind Changes damage: +9% mind Mental save: +7 Maximum life: +56.00 A belt that goes around your waist. |
| In main hand | yew magestaff of channeling (20-24 power, 4 apr, fire damage) yew magestaff of channeling (20-24 power, 4 apr, fire damage)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: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +18 Spell crit. chance: +3% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +5 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% blight Changes damage: +8% nature Life regen: +3.20 Maximum life: +58.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.5 Power cost: 50 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 101.59 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Cut immunity: +50% Confusion immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (790% speed; 5 turns)movement infusion (790% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 81 over 5 turns)regeneration infusion (heal 81 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 81 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 ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 22; turns 5; dispells darkness)sun infusion (rad 6; power 22; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 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 ability. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (69 cold damage)frozen spear rune (69 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 69.00 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (175 fire damage)heat beam rune (175 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 175.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 70)teleportation rune (range 70) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Prismgasher the steel amulet Prismgasher the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Changes damage: +6% light Allows you to breathe in: water Life regen: +1.50 Amulets can have magical properties. |
protective stralite amulet of manastreaming protective stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +7 Changes stats: +4 Mag Changes resistances cap: +4% all Physical save: +7 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of nature (34-51 power, 2 apr)dwarven-steel battleaxe of nature (34-51 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 34% nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental stralite battleaxe of crippling (45.5-68.25 power, 3 apr)elemental stralite battleaxe of crippling (45.5-68.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: cripple the target Damage conversion: 22% fire / 18% cold / 17% lightning / 15% acid When wielded/worn: Physical crit. chance: +14.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite dagger 'Cleansebraid' (28-36.4 power, 9 apr)stralite dagger 'Cleansebraid' (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Changes stats: +1 Wil Damage when the wearer is hit: 12 mind / 8 nature Changes damage: +12% nature Critical mult.: +5.00% Hate per kill: +1.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Wintertide (45-63 power, 10 apr)Wintertide (45-63 power, 10 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 It can be used to generate a burst of ice, costing 8 power out of 18/18. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
This item will automatically be transmogrified when you leave the level. icy stralite longsword of torment (31.5-44.1 power, 5 apr)icy stralite longsword of torment (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +9 ice When wielded/worn: Changes resistances penetration: +11% mind / +6% darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of nature (33.5-46.9 power, 5 apr)stralite mace of nature (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 37% nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. epiphanous pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage)epiphanous pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +5% mind Life regen: +1.00 Maximum life: +17.00 Mindpower: +7 Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar (13-14.3 power, 32 apr, nature damage)pulsing mindstar (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. radiant pulsing mindstar of life (13.5-14.85 power, 32 apr, mind damage)radiant pulsing mindstar of life (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 light When wielded/worn: Life regen: +0.50 Maximum life: +22.00 Mindpower: +8 Mental crit. chance: +6% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. throat-seeking reinforced leather slingthroat-seeking reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +9 Special effect when this weapon crits: silences the target Damage when this weapon hits(ranged): +17 nature When wielded/worn: Changes resistances penetration: +8% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Adilrama' (25-30 power, 5 apr, lightning damage)elven-wood magestaff 'Adilrama' (25-30 power, 5 apr, lightning damage) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +12 mind / +12 nature slow When wielded/worn: Physical crit. chance: +9.0% Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +22.00% Hate per kill: +2.00 Spellpower: +12 Spell crit. chance: +4% Mindpower: +4 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood magestaff of wizardry (25-30 power, 5 apr, cold damage)greater elven-wood magestaff of wizardry (25-30 power, 5 apr, cold damage) 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: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +25% arcane / +25% fire / +25% cold / +25% lightning Talent granted: +1 Command Staff Maximum mana: +66.00 Spellpower: +23 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Arira the Lavapall (45-63 power, 5 apr)Arira the Lavapall (45-63 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 20% mind / 10% fire When wielded/worn: Damage when the wearer hits(melee): 6 mind / 2 fire Changes damage: +12% mind One-handed war axes. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of recklessnessspiritwalker's hardened leather belt of recklessness Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Changes stats: +3 Mag Critical mult.: +8.00% Mana each turn: +0.21 Maximum mana: +25.00 A belt that goes around your waist. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of blight (+14%) (3 def, 0 armour)stargazer's silk robe of blight (+14%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes resistances: +14% blight Changes damage: +14% blight / +6% darkness / +9% light Spellpower: +7 Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Dagurion' (0 def, 0 armour) woollen robe 'Dagurion' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Critical mult.: +18.00% Spell save: +3 Mana each turn: +0.04 Hate when firing a critical mind attack: +3.00 Spell crit. chance: +3% Mental crit. chance: +6% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of uncanny dodging (4 def, 9 armour)miner's pair of dwarven-steel boots of uncanny dodging (4 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +4 Ranged Defense: +2 Fatigue: +3% 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. |
pair of hardened leather boots 'Xereth' (0 def, 3 armour) pair of hardened leather boots 'Xereth' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 Physical crit. chance: +1.0% Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +12 Mental save: +13 Maximum life: +20.00 Healing mod.: +15% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting cashmere wizard hat of corrosion (+22%) (2 def, 0 armour)augmenting cashmere wizard hat of corrosion (+22%) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +22% acid Changes damage: +3% arcane / +5% fire / +6% cold / +5% lightning / +15% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of implacability (3 def, 14 armour)dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +10% Physical save: +5 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of implacability (3 def, 14 armour)rejuvenating dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +10% Physical save: +7 Life regen: +4.90 Stamina each turn: +0.80 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite plate armour of Eyal (7 def, 13 armour)searing stralite plate armour of Eyal (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when the wearer hits(melee): 13 fire / 11 acid Damage when the wearer is hit: 11 fire / 11 acid Changes resistances: +17% fire / +15% acid Life regen: +1.80 Maximum life: +68.00 Healing mod.: +18% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic mummy wrappings of temporal resistance (5 def, 2 armour)prismatic mummy wrappings of temporal resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: +19% temporal / +13% light / +13% darkness / -25% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings (5 def, 2 armour)radiant mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +3 Wil Damage when the wearer is hit: 4 light Changes resistances: +15% blight / +19% darkness / -25% fire Light radius: +2 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings of delving (5 def, 2 armour)radiant mummy wrappings of delving (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +6 Str / +3 Wil Damage when the wearer is hit: 9 light Changes resistances: +7% physical / -25% fire / +12% blight / +29% darkness Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings of command (16 def, 8 armour)searing mummy wrappings of command (16 def, 8 armour) Requires: - Dexterity 15 Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +8 Defense: +16 Fatigue: +2% Changes stats: +3 Cun Damage when the wearer hits(melee): 10 fire / 10 acid Damage when the wearer is hit: 10 fire / 10 acid Changes resistances: +19% acid / -13% fire Mental save: +12 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. Fire Dragon Shield (16 def, 9 armour, 220 block)Fire Dragon Shield (16 def, 9 armour, 220 block) Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of deflection (18 def, 10 armour, 184 block)reinforced stralite shield of deflection (18 def, 10 armour, 184 block) Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +18 Ranged Defense: +10 Fatigue: +14% Talent granted: +4 Block Handheld deflection devices |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
12 agate 12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Blazetorrent' alchemist's lamp 'Blazetorrent'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +5% fire Grants telepathy: Dragon Hate per kill: +1.00 Maximum hate: +4.00 Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of focus survivor's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Physical save: +5 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
supercharged dwarven-steel torque of clear mind [power 3] (29/29 cooldown) supercharged dwarven-steel torque of clear mind [power 3] (29/29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of charged psionic shield [power 61] (29/28 cooldown) supercharged steel torque of charged psionic shield [power 61] (29/28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 61 for 6 turns, placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Burn it out yer ass the Dwarf Archmage level 15
26th Loss 122nd year of Ascendancy at 05:30 see stats
Bringer of Doom
Killed a Bringer of Doom.By Burn it out yer ass the Dwarf Archmage level 17
6th Shortage 122nd year of Ascendancy at 20:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Burn it out yer ass the Dwarf Archmage level 13
13rd Wealth 122nd year of Ascendancy at 17:45 see stats
Exterminator
Killed 1000 creatures.By Burn it out yer ass the Dwarf Archmage level 16
1st Shortage 122nd year of Ascendancy at 03:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Burn it out yer ass the Dwarf Archmage level 22
15th Gold 123rd year of Ascendancy at 00:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Burn it out yer ass the Dwarf Archmage level 15
26th Loss 122nd year of Ascendancy at 06:00 see stats
Level 10
Got a character to level 10.By Burn it out yer ass the Dwarf Archmage level 10
25th Profit 122nd year of Ascendancy at 22:58 see stats
Level 20
Got a character to level 20.By Burn it out yer ass the Dwarf Archmage level 20
26th Iron 123rd year of Ascendancy at 20:17 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Burn it out yer ass the Dwarf Archmage level 19
5th Iron 123rd year of Ascendancy at 11:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Burn it out yer ass the Dwarf Archmage level 14
7th Dearth 122nd year of Ascendancy at 02:57 see stats
Santassacre!
Killed the little helper elves after saving them!By Burn it out yer ass the Dwarf Archmage level 19
5th Iron 123rd year of Ascendancy at 12:16 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Burn it out yer ass the Dwarf Archmage level 5
19th Voratun 122nd year of Ascendancy at 00:18 see stats
The Arena
Unlocked Arena mode.By Burn it out yer ass the Dwarf Archmage level 10
31st Profit 122nd year of Ascendancy at 15:03 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Burn it out yer ass the Dwarf Archmage level 15
26th Loss 122nd year of Ascendancy at 05:30 see stats
The secret city
Discovered the truth about mages.By Burn it out yer ass the Dwarf Archmage level 11
38th Profit 122nd year of Ascendancy at 22:27 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Burn it out yer ass the Dwarf Archmage level 19
20th Iron 123rd year of Ascendancy at 18:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Burn it out yer ass the Dwarf Archmage level 17
6th Shortage 122nd year of Ascendancy at 23:13 see stats
Log
Burn it out yer ass hits Ghoulking for 7 light damage.
Burning from Burn it out yer ass hits Ghoulking for 14 fire damage.
Burning from Skeleton mage hits Burn it out yer ass for 114 fire damage.
Ghoulking's purging blight area effect hits Burn it out yer ass for 26 blight damage.
Ghoulking receives 29 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Orc necromancer for 22 blight damage.
Skeleton mage receives 29 healing from Ghoulking's purging blight area effect.
Burn it out yer ass leeches life from Orc necromancer!
Burn it out yer ass receives 8 healing from Orc necromancer.
Arcane Vortex from Burn it out yer ass hits Orc necromancer for 22 arcane damage.
Arcane Vortex from Burn it out yer ass hits Skeleton mage for (22 absorbed), 0 arcane (0 total damage).
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Ghoulking stops burning.
Skeleton mage casts Manathrust.
Burning from Burn it out yer ass hits Skeleton mage for (89 absorbed), 0 fire (0 total damage).
Skeleton mage hits Burn it out yer ass for 189 arcane damage.
Skeleton mage hits Ghoulking for 146 arcane damage.
Burning from Skeleton mage hits Burn it out yer ass for 114 fire damage.
Burn it out yer ass the level 24 dwarf archmage was boiled to death by a skeleton mage on level 3 of Elven Ruins.
You have 2 life(s) left.
Burn it out yer ass deactivates Arcane Shield.
Burn it out yer ass speeds up.
Burn it out yer ass stops burning.
Burn it out yer ass deactivates Chant of Fortitude.
Burn it out yer ass deactivates Shielding.
Burn it out yer ass is freed from the rigor mortis.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
