Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Earth Knight |
Level / Exp | 22 / 42% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 22 on the 48th Haze 122nd year of Ascendancy at 16:54 2 / 3Killed by Gunsnake at level 22 on the 48th Haze 122nd year of Ascendancy at 18:58 Killed by Polissra the minotaur at level 22 on the 48th Haze 122nd year of Ascendancy at 21:03 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 49 (base 45) |
Magic | 64 (base 51) |
Willpower | 16 (base 12) |
Cunning | 10 (base 10) |
Resources
Life | 709/709 |
Essence | 100/100 |
Healing Factor | 1.0683218459986 |
Regeneration | 9.881977075487 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 75 |
Accuracy | 48 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 53 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Arcane | +14% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Fire | +9% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 58 (90%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 19 |
Physical Save | 38 |
Spell Save | 45 |
Mental Save | 33 |
Defense: Resistances
Physical | + 14%( 70%) |
Acid | -1%( 62%) |
Mind | + 18%( 70%) |
Cold | + 28%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 31%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Teleport Resistance | 24% |
Confusion Resistance | 42% |
Pinning Resistance | 20% |
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 444 damage for 4 turns. Its effects scale with your Magic 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 119 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Battle Dancer | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Terramorphism | 1.12 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Spell / Dancing Weapon | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Terrakinesis | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Terramancy | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat Casting | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Mayessra (0 def, 3 armour) Mayessra (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% mind Mental save: +6 (+3 eff.) Silence immunity: +23% Confusion immunity: +42% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Light source | Emelynor EmelynorCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+5 eff.) Changes resistances: +9% mind Spell save: +12 (+4 eff.) Only die when reaching: -20.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Earthhacker (0 def, 1 armour) Earthhacker (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% blight / +3% mind Changes damage: +3% nature Reduces incoming crit damage: 5.00% Pinning immunity: +10% Stamina when hit: +0.90 Equilibrium when hit: +1.00 Only die when reaching: -60.00 life A cap made of leather. |
On hands | Nerumiserin (0 def, 2 armour) Nerumiserin (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 12 arcane Changes stats: +4 Wil / +10 Mag Changes resistances: +5% arcane Changes damage: +14% arcane Critical mult.: +20.00% Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +20 arcane Damage (radius 2) on crit: +10 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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. |
On fingers | wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
On fingers | savior's steel ring of fire (+22%) savior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
Around neck | Velugamira the copper amulet Velugamira the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% physical Talent mastery: +0.12 Spell / Terramorphism Silence immunity: +20% Pinning immunity: +10% Amulets make your neck look great! |
In main hand | elemental dwarven-steel mace of massacre (32-45 power, 4 apr) elemental dwarven-steel mace of massacre (32-45 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 32.0 - 44.8 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 90 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +9% fire Changes damage: +14% fire Blunt and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | exposing dwarven-steel shield of cold resistance (+21%) (0 def, 6 armour, 31-37 power, 72 block) exposing dwarven-steel shield of cold resistance (+21%) (0 def, 6 armour, 31-37 power, 72 block)Requires: - Shield usage training - Magic 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +72 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 22 Effects when hit in melee: * 15% chance to reduce all saves and defense by 22 Changes resistances: +21% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | Gybrenn (2 def, 0 armour) Gybrenn (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+7 eff.) Physical power: +15 (+5 eff.) Defense: +2 (+2 eff.) Fatigue: -5% Changes stats: +4 Con Changes resistances: +3% mind Only die when reaching: -60.00 life Maximum life: +61.00 Maximum stamina: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour of the deep (0 def, 14 armour) dwarven-steel plate armour of the deep (0 def, 14 armour)Requires: - Massive armour training - Magic 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Fatigue: +22% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Inventory
biting gale rune of the wizard (damage 194; dur 4; cd 23) biting gale rune of the wizard (damage 194; 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 direct a cone of chilling stormwind doing 193.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic 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. |
shatter afflictions rune of the duelist (absorb 55; cd 13) shatter afflictions rune of the duelist (absorb 55; cd 13)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: 13 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 55 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. Press to compare to your current inscriptions |
clarifying copper amulet of mastery (0.10 Spell / Arcana) clarifying copper amulet of mastery (0.10 Spell / Arcana)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.10 Spell / Arcana Confusion immunity: +20% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. gladiator's gold ring of powergladiator's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +6 Str / +6 Con Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Treeenvy (10-12 power, 2 apr, physical element)Treeenvy (10-12 power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Mag Changes resistances penetration: +10% mind Changes damage: +10% physical / +9% mind / +12% nature Talent granted: +1 Command Staff Critical mult.: +11.00% Hate when firing a critical mind attack: +4.00 Spellpower: +3 (+1 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. cruel ash vilestaff of greater warding (15-18 power, 3 apr, acid element)cruel ash vilestaff of greater warding (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +6 (+6 eff.) Maximum wards: +3 acid Changes damage: +15% acid Talents granted: +2 Ward +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+2 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. potent yew starstaff of power (25-30 power, 4 apr, light element)potent yew starstaff of power (25-30 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff of invocation (24-29 power, 4 apr, fire element)potent yew vilestaff of invocation (24-29 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+6 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 62.12 to 74.54 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatmaul of vileness (41-62 power, 2 apr)hateful dwarven-steel greatmaul of vileness (41-62 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +12 blight / +14 darkness Damage against: +12% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking steel mace of daylight (12-18 power, 3 apr)truestriking steel mace of daylight (12-18 power, 3 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +9% Undead When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Bleakstake the dwarven-steel waraxe (28-40 power, 4 apr)Bleakstake the dwarven-steel waraxe (28-40 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% blight / +15% arcane Critical mult.: +15.00% Spell save: +9 (+3 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger of evisceration (12-16 power, 6 apr)flaming steel dagger of evisceration (12-16 power, 6 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Yvodheda (18-24 power, 7 apr)Yvodheda (18-24 power, 7 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 0% Str, 100% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +1 Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Changes resistances: +6% mind Maximum stamina: +30.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of erosion (18-23 power, 7 apr)chilling dwarven-steel dagger of erosion (18-23 power, 7 apr) Requires: - Magic 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 nature / +8 cold Sharp, short and deadly. |
dwarven-steel dagger of massacre (24-31 power, 7 apr) dwarven-steel dagger of massacre (24-31 power, 7 apr)Requires: - Magic 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of amnesia (17-22 power, 7 apr)elemental dwarven-steel dagger of amnesia (17-22 power, 7 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 90 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes resistances penetration: +13% cold Changes damage: +17% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Great Caller (10-11 power, 18 apr, nature damage)Great Caller (10-11 power, 18 apr, nature damage) Requires: - Magic 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 0% Wil, 80% Mag, 0% Cun Damage type: Nature Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold 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 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Blazehunter'ash longbow 'Blazehunter' Requires: - Magic 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 temporal Damage (radius 2) on crit: +12 light / +12 temporal When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +10% light / +12% physical Changes damage: +3% light Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. stormbringer's hardened leather slingstormbringer's hardened leather sling Requires: - Magic 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +5 lightning / +11 cold When wielded/worn: Changes resistances penetration: +7% lightning / +8% cold Movement speed: +26% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. strafer's dwarven-steel steamgun of coldstrafer's dwarven-steel steamgun of cold Requires: - Magic 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +7 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Changes damage: +10% cold Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of dwarven-steel shots (20/21, 32-39 power, 3 apr)psychokinetic pouch of dwarven-steel shots (20/21, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Damage (Ranged): +22 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. iron shield 'Hettandur' (0 def, 15 armour, 8-10 power, 57 block)iron shield 'Hettandur' (0 def, 15 armour, 8-10 power, 57 block) Requires: - Shield usage training - Magic 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +57 On weapon hit: * Deal physical damage equal to your armor (58) When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +15 Fatigue: +8% Changes stats: +5 Str Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Samizilavor the Corruptionking (0 def, 6 armour, 30-35 power, 83 block)Samizilavor the Corruptionking (0 def, 6 armour, 30-35 power, 83 block) Requires: - Shield usage training - Magic 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +83 Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +20 cold When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 11 cold Damage when hit (Melee): 7 ice Changes resistances: +9% nature Changes damage: +12% acid / +6% nature Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield (0 def, 6 armour, 26-31 power, 81 block)flaming dwarven-steel shield (0 def, 6 armour, 26-31 power, 81 block) Requires: - Shield usage training - Magic 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +81 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 7 fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wrathful dwarven-steel shield of fire resistance (+7%) (0 def, 6 armour, 29-35 power, 82.5 block)wrathful dwarven-steel shield of fire resistance (+7%) (0 def, 6 armour, 29-35 power, 82.5 block) Requires: - Shield usage training - Magic 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (radius 2) on crit: +13 light / +19 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 135 light and fire damage to each enemy blocked Changes resistances: +7% light / +29% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe of the mountain (+14%) (0 def, 0 armour)verdant cashmere robe of the mountain (+14%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% all / +14% physical Changes damage: +11% nature / +14% physical Poison immunity: +20% Disease immunity: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rough leather armour of Toknor (3 def, 2 armour)rough leather armour of Toknor (3 def, 2 armour) Requires: - Magic 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Critical mult.: +10.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Dayrupture' (19 def, 11 armour)hardened leather armour 'Dayrupture' (19 def, 11 armour) Requires: - Magic 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +19 (+12 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +4 Cun Changes resistances: +9% acid / +9% nature / +12% light Changes resistances penetration: +5% acid Changes damage: +6% acid Mental save: +15 (+7 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour (3 def, 8 armour)prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Magic 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +13% light / +13% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Rimequick' (30 def, 9 armour)steel plate armour 'Rimequick' (30 def, 9 armour) Requires: - Massive armour training - Magic 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +30 (+18 eff.) Fatigue: +22% Changes stats: +3 Con Changes resistances: +8% acid / +8% physical / +7% fire / +8% lightning / +13% cold Changes resistances penetration: +10% physical Changes damage: +9% mind / +9% cold Talent cooldown: Rush (-5 turns) Physical save: +6 (+2 eff.) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Sleetwisp the cashmere cloak (2 def, 0 armour)Sleetwisp the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 6 cold Changes stats: +4 Cun / +4 Wil Changes resistances: +18% acid / +9% fire Reduces incoming crit damage: 15.00% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 25% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves (0 def, 2 armour)scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 17 arcane resource burn Spell save: +12 (+4 eff.) When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn 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. Fists of the Desert Scorpion (8 def, 4 armour)Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+7 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
This item will automatically be transmogrified when you leave the level. aegis linen wizard hat of knowledge (1 def, 0 armour)aegis linen wizard hat of knowledge (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Wil Life regen: +1.60 Mindpower: +4 (+2 eff.) Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Falolin the Noonlash (0 def, 1 armour)Falolin the Noonlash (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +6% cold Changes resistances penetration: +20% nature / +20% light Changes damage: +9% nature / +9% light Allows you to breathe in: water Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
iron pickaxe 'Satyrknight' (dig speed 19 turns) iron pickaxe 'Satyrknight' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +1 Str Changes resistances: +3% nature Changes resistances penetration: +5% mind Changes damage: +15% nature / +3% mind Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One 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 (+2 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. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. cleansing yew wand of clairvoyance [power 11] (15 cooldown)cleansing yew wand of clairvoyance [power 11] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Solid Knight the Cornac Earth Knight level 10
1st Mirth 122nd year of Ascendancy at 19:34 see stats
By Solid Knight the Cornac Earth Knight level 20
43rd Dusk 122nd year of Ascendancy at 12:12 see stats
By Solid Knight the Cornac Earth Knight level 22
47th Dusk 122nd year of Ascendancy at 08:23 see stats
By Solid Knight the Cornac Earth Knight level 8
78th Pyre 122nd year of Ascendancy at 07:19 see stats
By Solid Knight the Cornac Earth Knight level 10
8th Mirth 122nd year of Ascendancy at 22:17 see stats
By Solid Knight the Cornac Earth Knight level 15
25th Dusk 122nd year of Ascendancy at 19:58 see stats
Log
Solid Knight uses Block.
Solid Knight slows down.
Polissra the minotaur's static net area effect hits Solid Knight for (54 blocked), 0 lightning (0 total damage).
Polissra the minotaur uses Infusion: Wild.
Polissra the minotaur lessens the pain.
Talent Barrier of Stone is ready to use.
Solid Knight receives 1 healing.
Polissra the minotaur's static net area effect hits Solid Knight for (6 mitigated), (2 shrugged off), 46 lightning (46 total damage).
Polissra the minotaur activates his wand!
Polissra the minotaur hits Solid Knight for (12 withstood), (11 shrugged off), 182 lightning (182 total damage).
Solid Knight's ability to fight has recovered.
Solid Knight is not stunned anymore.
Solid Knight's armour is more intact.
Weapondance hits Gunsnake for (20 flat reduction), 89 fire (89 total damage).
Weapondance hits Polissra the minotaur for (16 to psi shield), 24 physical, (1 to psi shield), 2 nature, (1 to psi shield), 2 physical, 9 arcane, 65 fire (101 total damage).
Solid Knight hits Polissra the minotaur for (4 to psi shield), 6 physical, (5 to psi shield), 8 nature, (5 to psi shield), 8 physical, 11 arcane (33 total damage).
Solid Knight casts Barrier of Stone.
Solid Knight becomes impervious!
Polissra the minotaur's static net area effect hits Solid Knight for (6 mitigated), (2 shrugged off), 41 lightning (41 total damage).
Polissra the minotaur's static net area effect hits Solid Knight for (6 mitigated), (2 shrugged off), 41 lightning (41 total damage).
Solid Knight the level 22 cornac earth knight was amped to death by Polissra the minotaur on level 1 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Polissra the minotaur's static net area effect killed Solid Knight!
Saving game...
Saving done.