











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 48 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Warmaster Gnarg at level 20 on the 1st Dusk 122nd year of Ascendancy at 01:55 6 / 1 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 90 (base 60) |
| Constitution | 93 (base 60) |
| Magic | 15 (base 10) |
| Willpower | 43 (base 25) |
| Cunning | 29 (base 13) |
Resources
| Life | 2076/2076 |
| Stamina | 244/244 |
| Healing Factor | 1.5835279301986 |
| Regeneration | 25.75021769752 |
Speed
| Mental | -9.9999999999999% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 26.003878189685 |
| See Invisible | 35.003878189685 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 86 |
| Crit Chance | 78% |
| APR | 24 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +50% |
| Blight | +6% |
| Arcane | +3% |
| Mind | +9% |
| All | 0% |
| Lightning | +27% |
| Light | +12% |
| Physical | +6% |
| Darkness | +18% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +20% |
| Physical | +35% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 142.9047176692 (96.438666929426%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 24 |
| Physical Save | 54 |
| Spell Save | 44 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 35%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 21% |
| Disarm Resistance | 0% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 438 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 5 temporal, 4 physical, 4 mind, 4 nature, 3 acid |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 6 times. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Precise Strikes |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
Quests
Proceed directly to the next Infinite Dungeon level in less than 53 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (53)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 14): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Hathachik (20-30 power, 1 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: Random Artifact: Zanelentir (0 def, 6 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 22): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Arybeth the dreaming horror'. Infinite Dungeon Challenge (Level 27): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Mardeharadin (30-39 power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Emelimina | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 32): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Glaciernaught (0 def, 6 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 33): Rush Hour (191)Turns left: 61 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: Random Artifact: Kilnpall (34-48 power, 5 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 41): Mirror MatchYou completed the challenge and received: Random Artifact: Molten Skin (15 def, 12 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 47): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: Random Artifact: Xalenn | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Blazestreak the pair of voratun boots (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Armour: +5 Defense: +15 (+5 eff.) Fatigue: +4% Damage when hit (Melee): 8 lightning Changes resistances: +10% fire / +9% cold Changes resistances penetration: +10% darkness / +25% physical Changes damage: +15% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Star Shot (20/20, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
| Light source | bright dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes damage: +9% mind Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Airpanic (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +10 Str / +6 Dex Changes resistances: +6% lightning / +7% cold / +2% physical Allows you to breathe in: water Stamina each turn: +3.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 884.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | sand drakeskin leather gloves of war-making (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +9 Damage (Melee): 13 physical Changes damage: +6% physical Critical mult.: +11.00% Spell crit. chance: +6% Mental crit. chance: +11% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Torchquencher the voratun torque of psionic shield [power 143] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 10 fire Changes resistances penetration: +10% mind It can be used to setup a psionic shield, reducing all damage taken by 143 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 24% for 2 turns. * Reduce fatigue by 46% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Stormweeper'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +9% lightning / +24% light / +5% arcane Changes damage: +12% lightning / +12% light / +3% arcane Life regen: +9.00 Maximum life: +63.00 Healing mod.: +11% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | PurepassionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +20% acid / +9% nature Changes resistances penetration: +20% acid Changes damage: +40% acid / +6% nature Rings make your fingers look great! |
| Around neck | wanderer's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Blindness immunity: +21% Life regen: +2.00 Stamina each turn: +0.60 Infravision radius: +4 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
| In main hand | voratun mace 'Adinne' (58-81 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+4 eff.) Damage when hit (Melee): 6 blight Changes stats: +9 Dex / +4 Wil Blunt and deadly. |
| Around waist | balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Dex / +5 Mag / +5 Wil / +4 Cun Spell crit. chance: +5% Mental crit. chance: +10% A belt that goes around your waist. |
| In off hand | voratun shield 'Demonquake' (0 def, 10 armour, 72-87 power, 210 block)Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 9 * 25% chance to reduce armor by 19% Damage (Melee): +8 blight / +20 cold When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 16 acid / 10 darkness Changes resistances: +6% darkness / +6% blight Changes damage: +6% blight Talent granted: +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Unlightspar' (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +2 Armour: +8 Defense: +2 (+0 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 17% Changes stats: +5 Dex / +3 Con Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +10% physical Changes damage: +18% darkness Critical mult.: +20.78% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
acid wave rune of the duelist (damage 494; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 493.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 181; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 181.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 25; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 21; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 149; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 261; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 261 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 14; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 152; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 152 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aeromivena the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +9% acid / +1% physical / +3% cold Changes resistances penetration: +5% physical Changes damage: +9% physical Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Rhyrand the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical power: +30 (+7 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 17% * 7% chance to blind Changes resistances: +12% mind Changes resistances penetration: +10% acid / +10% physical Changes damage: +6% light / +7% darkness Amulets make your neck look great! |
Satyr's kiss the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce armor by 19% Changes stats: +3 Str Changes resistances: +6% blight / +3% light / +3% nature Amulets make your neck look great! |
XalennInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +5 Wil Changes resistances: +23% temporal Changes damage: +3% mind Critical mult.: +15.00% Mental save: +23 (+12 eff.) Confusion immunity: +22% Pinning immunity: +46% Knockback immunity: +50% Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum hate: +2.00 Maximum psi: +10.00 Mindpower: +11 (+6 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
vitalizing stralite amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes damage: +9% blight / +9% fire Critical mult.: +12.00% Physical save: +10 (+3 eff.) Life regen: +7.00 Maximum life: +47.00 Spellpower: +7 (+6 eff.) Amulets make your neck look great! |
voratun amulet of mastery (0.25 Technique / Shield defense)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.25 Technique / Shield defense Amulets make your neck look great! |
Freezewreck the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 * 20% chance to reduce armor by 19% Changes resistances: +20% lightning / +9% acid Changes resistances penetration: +5% cold Changes damage: +10% lightning / +9% acid Rings make your fingers look great! |
Icestrike the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Armour: +14 Defense: +12 (+4 eff.) Damage when hit (Melee): 8 mind / 4 cold Blindness immunity: +20% Life regen: +4.00 Maximum psi: +50.00 Mindpower: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
NerurethaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Dex / +8 Mag / +11 Con Spell save: +18 (+6 eff.) Maximum stamina: +18.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
voratun ring 'Gunyhir'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Dex / +7 Wil / +14 Cun / +6 Con Changes resistances: +6% temporal / +3% cold / +6% darkness / +9% light Physical save: +12 (+4 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Anmalice (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-27 eff.) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Tistir the stralite longsword (48-66 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage Shield penetration (this weapon only): +30% Damage (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Defense: +10 (+3 eff.) Damage when hit (Melee): 6 physical Critical mult.: +18.00% Sharp, long, and deadly. |
voratun waraxe 'Issevon' (40-55 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 16 acid damage (1/turn) Damage (radius 2) on crit: +37 acid / +45 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +25 Changes stats: +2 Dex Changes resistances penetration: +40% acid / +15% physical / +19% nature Changes damage: +23% acid / +9% blight Maximum stamina: +20.00 Spell crit. chance: +3% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
Velewe the FlashstrikerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% lightning / +12% light / +9% nature Changes resistances penetration: +10% light Changes damage: +6% lightning / +9% nature Damage against: +21% Summoned Reduced damage from: +21% Summoned Light radius: +3 A belt that goes around your waist. |
balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Dex / +6 Mag / +5 Wil / +4 Cun Spell crit. chance: +5% Mental crit. chance: +5% A belt that goes around your waist. |
cashmere cloak 'Dazzlelady' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +7 Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +6% fire / +6% darkness / +15% cold Changes resistances penetration: +5% light Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Thunderwind' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +4 Con / +6 Wil Changes resistances: +6% lightning / +6% nature / +12% light / +18% darkness Changes resistances penetration: +6% physical Changes damage: +12% lightning Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkknight (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 46% Damage when hit (Melee): 10 lightning Changes stats: +8 Str / +9 Dex Changes resistances: +6% blight / +5% arcane / +9% lightning Changes resistances penetration: +10% mind Changes damage: +6% lightning / +24% mind It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 884.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loamviper (0 def, 21 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Fatigue: +16% Effects on melee hit: * 20% chance to slow global speed by 46% Damage (Melee): 31 acid / 35 fire Damage when hit (Melee): 24 acid / 24 fire Changes stats: +5 Mag / +3 Wil Changes resistances: +41% acid / +39% fire Reduces incoming crit damage: 15.00% Physical save: +11 (+4 eff.) A suit of armour made of metal plates. |
reinforced voratun shield of patience (0 def, 15 armour, 64-76 power, 268.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +268 When wielded/worn: Armour: +15 Fatigue: +8% Changes resistances: +18% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (217) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
voratun shield 'Snowhacker' (0 def, 19 armour, 64-77 power, 303.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +304 Damage (Melee): +8 blight / +12 cold When wielded/worn: Armour: +19 Fatigue: +8% Damage when hit (Melee): 4 blight On shield block: * Cause enemies within radius 6 to bleed for 269 physical damage over 5 turns (1/turn) Changes stats: +6 Con Changes resistances: +16% fire Changes resistances penetration: +10% temporal Changes damage: +24% blight / +3% cold Talent granted: +1 Block Physical save: +11 (+4 eff.) Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
74 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. |
12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
Polyriathra the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Mag / +4 Cun Changes resistances: +12% nature Changes resistances penetration: +23% physical Changes damage: +7% nature Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +42.00 Maximum mana: +40.00 Spellpower: +15 (+10 eff.) Spell crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 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. |
12 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elyta the GlowmireInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +4% physical Disarm immunity: +20% Only die when reaching: -60.00 life Maximum life: +57.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Spellpower: +8 (+6 eff.) Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 59.09 light damage. At talent level 3 you gain 11% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +7 (+4 eff.) Light radius: +5 See stealth: +23 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+7 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Arema the voratun torque of psionic shield [power 103] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +9% temporal / +6% physical / +9% nature / +12% fire Pinning immunity: +20% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all damage taken by 103 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing voratun torque of psionic shield [power 165] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 165 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing voratun torque of clear mind [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of mindblast [power 320] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 349 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of gale force [power 220] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 233 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 48. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Cyregawe' [power 49] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% blight Spell save: +6 (+2 eff.) Knockback immunity: +20% Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Bethynn the Pyrespire [power 225] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +2% physical / +12% mind / +9% fire Mental save: +12 (+6 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 542 Base Damage: 236 Armor: 15 All Resist: 14 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of stinging 'Chyblek' [power 350] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +4 Str / +3 Dex Critical mult.: +5.00% Maximum stamina: +30.00 It can be used to sting an enemy dealing 371 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Heal for 48. Natural totems are made by powerful wilders to store nature power. |
innervating elven-wood totem of healing [power 368] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 368 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Brenolekan [power 11] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +9% light / +15% cold Life regen: +4.00 Only die when reaching: -40.00 life Spell crit. chance: +3% It can be used to reveal the area around you, dispelling darkness (radius 11, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Naturewreath' [power 536] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +12% nature / +9% darkness Changes damage: +6% nature / +27% darkness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 136 lightning damage and will be dazed for 1 turn (680 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Pitchmight' [power 374] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +6% darkness Changes damage: +18% darkness It can be used to create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 22% for 2 turns. * Gain a 32% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 155] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 232 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of shielding [power 470] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 470 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
14 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Daimuhek the Ghoul Bulwark level 11
5th Mirth 122nd year of Ascendancy at 19:26 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Daimuhek the Ghoul Bulwark level 29
28th Dusk 122nd year of Ascendancy at 10:12 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Daimuhek the Ghoul Bulwark level 35
43rd Dusk 122nd year of Ascendancy at 07:03 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Daimuhek the Ghoul Bulwark level 31
33rd Dusk 122nd year of Ascendancy at 07:05 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Daimuhek the Ghoul Bulwark level 35
45th Dusk 122nd year of Ascendancy at 10:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Daimuhek the Ghoul Bulwark level 21
4th Dusk 122nd year of Ascendancy at 17:15 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Daimuhek the Ghoul Bulwark level 42
62nd Dusk 122nd year of Ascendancy at 22:01 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Daimuhek the Ghoul Bulwark level 16
2nd Summertide 122nd year of Ascendancy at 23:05 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Daimuhek the Ghoul Bulwark level 22
10th Dusk 122nd year of Ascendancy at 21:31 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Daimuhek the Ghoul Bulwark level 30
30th Dusk 122nd year of Ascendancy at 21:45 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Daimuhek the Ghoul Bulwark level 38
51st Dusk 122nd year of Ascendancy at 06:29 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Daimuhek the Ghoul Bulwark level 46
79th Dusk 122nd year of Ascendancy at 07:03 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Daimuhek the Ghoul Bulwark level 10
4th Mirth 122nd year of Ascendancy at 22:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Daimuhek the Ghoul Bulwark level 20
10th Flare 122nd year of Ascendancy at 23:21 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Daimuhek the Ghoul Bulwark level 30
30th Dusk 122nd year of Ascendancy at 18:45 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Daimuhek the Ghoul Bulwark level 40
56th Dusk 122nd year of Ascendancy at 22:10 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Daimuhek the Ghoul Bulwark level 31
33rd Dusk 122nd year of Ascendancy at 07:07 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Daimuhek the Ghoul Bulwark level 23
11st Dusk 122nd year of Ascendancy at 05:05 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Daimuhek the Ghoul Bulwark level 22
7th Dusk 122nd year of Ascendancy at 03:43 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Daimuhek the Ghoul Bulwark level 30
30th Dusk 122nd year of Ascendancy at 19:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Daimuhek the Ghoul Bulwark level 27
23rd Dusk 122nd year of Ascendancy at 11:15 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Daimuhek the Ghoul Bulwark level 19
9th Flare 122nd year of Ascendancy at 18:59 see stats
Log
You gain 8.68 gold from the transmogrification of infernal elm vilestaff of channeling (10-12 power, 2 apr, blight element).
You gain 8.18 gold from the transmogrification of dragonbone vilestaff of channeling (30-36 power, 6 apr, blight element).
You gain 8.11 gold from the transmogrification of dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element).
You gain 25.00 gold from the transmogrification of Yaryvon the dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You gain 15.00 gold from the transmogrification of Bolbum's Big Knocker (64-77 power, 10 apr, physical element).
You gain 6.84 gold from the transmogrification of throat-seeking drakeskin leather sling of true flight.
You gain 25.00 gold from the transmogrification of Alanarisus the Glaciergrinder.
You gain 3.53 gold from the transmogrification of steel mace of rage (14-20 power, 3 apr).
You gain 8.80 gold from the transmogrification of plaguebringer's voratun mace of corruption (45-63 power, 6 apr).
You gain 5.54 gold from the transmogrification of inquisitor's steel longsword of rage (16-22 power, 3 apr).
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Frigidoracle'.
You gain 1.75 gold from the transmogrification of dragonbone longbow.
You gain 10.37 gold from the transmogrification of stormbringer's iron greatsword of evisceration (16-25 power, 1 apr).
You gain 7.08 gold from the transmogrification of plaguebringer's voratun greatsword (60-96 power, 4 apr).
You gain 10.48 gold from the transmogrification of blazebringer's voratun greatsword of erosion (62-99 power, 4 apr).
You gain 25.00 gold from the transmogrification of Flashbrawn the voratun greatsword (60-97 power, 4 apr).
You gain 21.72 gold from the transmogrification of Bogspar the voratun greatsword (62-99 power, 4 apr).
You gain 25.00 gold from the transmogrification of voratun greatmaul 'Zubelle' (66-98 power, 4 apr).
You gain 4.65 gold from the transmogrification of quick voratun greatmaul of massacre (80-121 power, 4 apr).
You gain 8.41 gold from the transmogrification of stormbringer's stralite dagger of massacre (40-51 power, 9 apr).
You gain 8.45 gold from the transmogrification of stormbringer's stralite dagger (26-34 power, 9 apr).
You gain 4.77 gold from the transmogrification of slime-covered steel dagger of shearing (13-17 power, 6 apr).
You gain 7.95 gold from the transmogrification of Umbral Razor (25-32 power, 10 apr).
You gain 9.62 gold from the transmogrification of voratun battleaxe of enduring (57-86 power, 4 apr).
You gain 14.42 gold from the transmogrification of stormbringer's voratun battleaxe of shearing (59-88 power, 4 apr).
You gain 4.43 gold from the transmogrification of flaming stralite battleaxe of daylight (42-64 power, 3 apr).
You gain 8.45 gold from the transmogrification of balanced voratun battleaxe of torment (56-85 power, 4 apr).
You gain 25.00 gold from the transmogrification of Eksatin's Ultimatum (63-94 power, 25 apr).
You gain 1.25 gold from the transmogrification of regeneration infusion (heal 250; 13 cd).
You feel mildly anxious, and walk with caution.




































































































































