Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Ashes of Urh'Rok 1.2.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Bulwark |
Level / Exp | 64 / 26% |
Size | big |
Lifes / Deaths | Killed by Jamdoaur the thalore at level 17 on the 44th Dusk 122nd year of Ascendancy at 01:59 0 / 8Killed by Jamdoaur the thalore at level 17 on the 44th Dusk 122nd year of Ascendancy at 03:36 Killed by Adayamira the skeleton warrior at level 17 on the 44th Dusk 122nd year of Ascendancy at 20:04 Killed by Betydawe the gigantic sandworm tunneler at level 30 on the 75th Dusk 122nd year of Ascendancy at 11:01 Killed by elven cultist at level 41 on the 77th Dusk 122nd year of Ascendancy at 20:17 Killed by ritch flamespitter at level 46 on the 11st Haze 122nd year of Ascendancy at 23:57 Killed by Cyrovena the grizzly bear at level 57 on the 19th Haze 122nd year of Ascendancy at 05:44 Killed by Zate the halfling at level 64 on the 21st Haze 122nd year of Ascendancy at 15:38 |
Primary Stats
Strength | 126 (base 73) |
Dexterity | 90 (base 73) |
Constitution | 98 (base 73) |
Magic | 37 (base 31) |
Willpower | 45 (base 25) |
Cunning | 62 (base 45) |
Resources
Life | -88/1882 |
Positive | 237/239 |
Stamina | 52/316 |
Equilibrium | 66 |
Healing Factor | 0.92682076425827 |
Regeneration | 128.4309154129 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +144.12529282967% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 9 |
See Stealth | 20 |
See Invisible | 15 |
Offense: Mainhand
Damage | 194 |
Accuracy | 85 |
Crit Chance | 83% |
APR | 6 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41.666666666667 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 43.766666666667 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 114.26475773479 (98.120805369128%) |
Defense | 73.538302844802 |
Ranged Defense | 77.538302844802 |
Fatigue | 0 |
Physical Save | 72.85 |
Spell Save | 58.633333333333 |
Mental Save | 36.225 |
Defense: Resistances
All | + 36%( 73%) |
Defense: Immunities
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Confusion Resistance | 46% |
Knockback Resistance | 71% |
Stun Resistance | 61% |
Poison Resistance | 38% |
Blind Resistance | 44% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 265 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Warcries | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Battle tactics | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Technique / Shield defense | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Shield offense | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Technique / Conditioning | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Shield Wall |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 175.35 physical damage per turn and decreasing all heals received by 78%. Deep Wound |
beneficial effect | The target's spellpower has been increased by 20. Spellsurge |
beneficial effect | A flow of life spins around the target, regenerating 119.68 life per turn. Regeneration |
beneficial effect | The target is out of phase with reality, increasing defense by 25, resist all by 19%, and reducing the duration of detrimental timed effects by 35%. Out of Phase |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases armour by 15. Elemental Harmony |
beneficial effect | Increases global action speed by 44%. Speed |
beneficial effect | Increases the effectiveness of all healing the target receives by 20%. Empowered Healing |
beneficial effect | 63% chance to score a secondary blow. Greater Weapon Focus |
detrimental effect | The target is poisoned and sick, doing 26.55 nature damage per turn. All damage it does is reduced by 38%. Numbing Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 multi-hued wyrm scale. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | Flashmight (0 def, 3 armour) Flashmight (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 lightning / 12 acid Changes stats: +3 Mag / +7 Wil / +4 Con Changes resistances: +21% acid Changes resistances penetration: +6% physical Changes damage: +3% lightning Spellpower: +4 (+1 eff.) Mindpower: +5 (+2 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Light source | dwarven lantern 'Dimreign' dwarven lantern 'Dimreign'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +4 Con Changes resistances: +11% blight / +9% mind / +3% darkness Changes damage: +9% mind / +15% darkness Physical save: +11 (+3 eff.) Blindness immunity: +44% Confusion immunity: +22% Life regen: +5.50 Light radius: +14 See stealth: +20 See invisible: +15 Healing mod.: +28% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Singecrypt the hardened leather cap (0 def, 3 armour) Singecrypt the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil Changes resistances: +8% physical / +13% light / +14% darkness Changes resistances penetration: +20% fire Changes damage: +6% blight / +3% fire Physical save: +22 (+6 eff.) Mana when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% A cap made of leather. |
On hands | iron gauntlets 'Eilinedhema' (0 def, 1 armour) iron gauntlets 'Eilinedhema' (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex / +2 Con Changes damage: +3% acid / +6% blight Physical save: +12 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +24% It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | supercharged dragonbone totem of thorny skin [power 119] (23 cooldown) supercharged dragonbone totem of thorny skin [power 119] (23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 119 and armour hardiness by 70%, putting all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | rogue's voratun ring of nature (+38%) rogue's voratun ring of nature (+38%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Changes resistances: +38% nature Changes damage: +19% nature Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +1 Mag / +5 Con Changes resistances: +19% blight / +7% nature / +24% lightning Changes damage: +12% lightning Poison immunity: +13% Disease immunity: +14% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +10% 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, costing 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? |
Around neck | Ivetira the Kindlebreaker Ivetira the KindlebreakerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight / 8 fire Changes resistances: +6% blight / +3% fire / +14% mind Changes resistances cap: +3% all Changes resistances penetration: +5% blight / +5% fire Changes damage: +9% blight / +6% physical Physical save: +9 (+2 eff.) Confusion immunity: +24% Combat speed: +10% Amulets can have magical properties. |
In main hand | quick voratun waraxe of erosion (41-57.4 power, 6 apr) quick voratun waraxe of erosion (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% Damage (Melee): +14 nature / +18 temporal When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +5 Dex One-handed war axes. |
Around waist | Sootcrack SootcrackInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+4 eff.) Defense: +27 (+7 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 42% chance to inflict damage reduction Changes stats: +5 Str / +6 Dex / +6 Cun / +10 Con Changes resistances penetration: +19% physical Changes damage: +21% physical Critical mult.: +11.00% Stealth bonus: +14 Physical save: +15 (+4 eff.) Mental save: +11 (+5 eff.) Poison immunity: +25% Disease immunity: +10% Knockback immunity: +10% Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +17% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 A belt that goes around your waist. |
In off hand | warded voratun shield (12 def, 3 armour, 62.5-75 power, 203.5 block) warded voratun shield (12 def, 3 armour, 62.5-75 power, 203.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +204 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Maximum wards: +5 lightning / +5 temporal / +6 blight / +4 fire / +4 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
Cloak | thick cashmere cloak of Eldoral (2 def, 8 armour) thick cashmere cloak of Eldoral (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant voratun plate armour of Eyal (9 def, 16 armour) radiant voratun plate armour of Eyal (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 10 light Changes stats: +5 Wil Changes resistances: +30% blight / +23% darkness Life regen: +3.10 Maximum life: +76.00 Light radius: +1 Healing mod.: +23% A suit of armour made of metal plates. |
Inventory
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel battleaxe of disruption (32.5-48.75 power, 2 apr)thought-forged dwarven-steel battleaxe of disruption (32.5-48.75 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 34% chance to cause random gloom * disrupts spell-casting Damage (Melee): +21 mind Damage against: +28% Unnatural When wielded/worn: Changes stats: +7 Cun / +7 Wil Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of purging (35-56 power, 2 apr)dwarven-steel greatsword of purging (35-56 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's steel greatsword (23-36.8 power, 2 apr)warbringer's steel greatsword (23-36.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +27% Massive two-handed swords. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 15 power out of 16/16) : Effective talent level: 4.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 13 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 41 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Smolderspawn (25-30 power, 5 apr, physical element) Smolderspawn (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 light / +4 fire Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Armour: +14 Defense: +16 (+4 eff.) Damage when hit (Melee): 8 fire Changes resistances: +6% fire Maximum wards: +2 temporal / +2 physical / +2 darkness / +2 light Changes damage: +25% darkness / +25% physical / +31% light / +25% temporal Talents granted: +1 Command Staff +10 Ward Critical mult.: +13.00% Spellpower: +27 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element)bloodlich's dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +15 Mag / +6 Wil / +10 Cun / +10 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Maximum mana: +110.00 Maximum vim: +50.00 Maximum neg.energy: +36.00 Spellpower: +27 (+9 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff 'Tempestviper' (14-16.8 power, 2 apr, acid element)elm vilestaff 'Tempestviper' (14-16.8 power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 14.0 - 16.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 47% chance to daze Damage (Melee): +8 mind When wielded/worn: Accuracy: +28 (+6 eff.) Physical crit. chance: +31.0% Physical power: +28 (+6 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 15% chance to daze * 8% chance to blind Changes stats: +1 Cun / +5 Wil Changes resistances penetration: +10% lightning / +10% mind Changes damage: +14% acid / +3% mind Talent granted: +1 Command Staff Critical mult.: +47.00% Mana each turn: +0.16 Psi when hit: +0.08 Maximum mana: +42.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +13% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 77.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
This item will automatically be transmogrified when you leave the level. Flashvein (2 def, 0 armour)Flashvein (2 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +44 (+9 eff.) Defense: +2 (+0 eff.) Fatigue: -16% Damage when hit (Melee): 8 acid Changes stats: +3 Str / +5 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances: +25% acid / +15% lightning / +16% blight / +16% cold / +16% nature / +16% fire Changes damage: +3% lightning Physical save: +11 (+3 eff.) Spell save: +29 (+8 eff.) Mental save: +11 (+5 eff.) Life regen: +2.20 Only die when reaching: -50.00 life Maximum life: +155.00 Maximum stamina: +50.00 Maximum vim: +10.00 Spell crit. chance: +3% Mental crit. chance: +6% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe of blight (+17%) (3 def, 0 armour)shimmering silk robe of blight (+17%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Changes damage: +17% blight / +18% arcane Maximum mana: +90.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed elven-silk robe (13 def, 8 armour)sunsealed elven-silk robe (13 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Changes stats: +10 Mag Changes resistances: +15% light / +15% darkness Changes damage: +20% light Maximum life: +69.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Lavathorn the rough leather gloves (0 def, 1 armour)Lavathorn the rough leather gloves (0 def, 1 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 12 acid / 16 darkness / 5 fire / 7 nature / 5 cold / 16 mind / 5 lightning Damage when hit (Melee): 12 temporal Changes stats: +3 Dex / +3 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +6% acid / +7% darkness / +9% fire / +6% nature / +3% mind Changes damage: +5% acid / +3% temporal / +5% nature Physical save: +13 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: -8 (-4 eff.) Disarm immunity: +26% Mindpower: +5 (+2 eff.) Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Yvasekira' (0 def, 2 armour) dwarven-steel gauntlets 'Yvasekira' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 34% chance to cause random gloom Damage (Melee): 67 darkness / 13 arcane / 54 mind Changes stats: +13 Mag / +11 Wil / +4 Cun / +4 Con Changes resistances: +11% darkness / +13% arcane Changes resistances penetration: +10% arcane Changes damage: +8% darkness / +8% arcane Critical mult.: +5.00% Physical save: +22 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: -10 (-5 eff.) Disarm immunity: +37% Life regen: +2.80 Stamina each turn: +1.30 Equilibrium when hit: +0.16 Maximum stamina: +28.00 Maximum hate: +4.00 Mindpower: +15 (+5 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
This item will automatically be transmogrified when you leave the level. heroic hardened leather gloves of archery (0 def, 7 armour)heroic hardened leather gloves of archery (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Armour: +7 Changes stats: +7 Cun / +5 Dex Mental save: +11 (+5 eff.) Maximum life: +59.00 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.3 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of dexterity (+3) (0 def, 1 armour)rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour)spiked cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes resistances: +21% cold A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
62 alchemist agate 62 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 128.39 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Seanall the Shalore Bulwark level 63
20th Haze 122nd year of Ascendancy at 03:04 see stats
By Seanall the Shalore Bulwark level 6
77th Pyre 122nd year of Ascendancy at 12:18 see stats
By Seanall the Shalore Bulwark level 46
12nd Haze 122nd year of Ascendancy at 04:57 see stats
By Seanall the Shalore Bulwark level 10
22nd Dusk 122nd year of Ascendancy at 12:37 see stats
By Seanall the Shalore Bulwark level 20
46th Dusk 122nd year of Ascendancy at 16:20 see stats
By Seanall the Shalore Bulwark level 30
75th Dusk 122nd year of Ascendancy at 10:07 see stats
By Seanall the Shalore Bulwark level 40
77th Dusk 122nd year of Ascendancy at 17:55 see stats
By Seanall the Shalore Bulwark level 50
18th Haze 122nd year of Ascendancy at 05:27 see stats
By Seanall the Shalore Bulwark level 46
5th Haze 122nd year of Ascendancy at 10:21 see stats
By Seanall the Shalore Bulwark level 39
77th Dusk 122nd year of Ascendancy at 17:55 see stats
By Seanall the Shalore Bulwark level 31
75th Dusk 122nd year of Ascendancy at 14:13 see stats
By Seanall the Shalore Bulwark level 16
32nd Dusk 122nd year of Ascendancy at 07:20 see stats
By Seanall the Shalore Bulwark level 20
46th Dusk 122nd year of Ascendancy at 22:43 see stats
By Seanall the Shalore Bulwark level 6
77th Pyre 122nd year of Ascendancy at 12:18 see stats
By Seanall the Shalore Bulwark level 6
77th Pyre 122nd year of Ascendancy at 12:18 see stats
Log
Your shield crumbles under the damage!
The shield around Seanall crumbles.
Seanall starts to bleed.
Zate the halfling hits Seanall for (12 absorbed), 0 acid, (5 absorbed), 0 light, (12 absorbed), 0 acid, (5 absorbed), 0 light, (204 blocked), (34 absorbed), 1022 physical, 8 mind, 19 cold, 6 acid (1054 total damage).
Seanall hits Zate the halfling for (62 absorbed), 15 physical, 5 nature, 4 temporal, , , 87 physical, 5 nature, 4 temporal, , , 6 lightning, 3 light, 3 acid, 4 blight, 2 fire (137 total damage).
Seanall has survived the set up.
Talent Secrets of the Eternals is ready to use.
Numbing Poison from Zate the halfling hits Seanall for 10 nature damage.
Deep Wound from Zate the halfling hits Seanall for (149 blocked), 0 physical (0 total damage).
A shield forms around Zate the halfling.
A shield forms around Seanall.
Seanall receives 37 healing from Seanall's healing light area effect.
Zate the halfling receives 48 healing from Seanall's healing light area effect.
Seanall casts Rune: Phase Door.
Seanall is out of phase.
Zate the halfling uses Adrenaline Surge.
Zate the halfling feels a surge of adrenaline.
Your shield crumbles under the damage!
The shield around Seanall crumbles.
Talent Shield Pummel is ready to use.
Talent Barrier is ready to use.
Numbing Poison from Zate the halfling hits Seanall for 8 nature damage.
Deep Wound from Zate the halfling hits Seanall for (37 absorbed), 51 physical (51 total damage).
You are unable to move!
Seanall deactivates Last Stand.
Zate the halfling uses Indomitable.
Zate the halfling is moving freely.
Saving game...