










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 30 / 65% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton master archer at level 30 on the 78th Regrowth 123rd year of Ascendancy at 17:29 / 1 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 1 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 83 (base 60) |
| Willpower | 12 (base 10) |
| Cunning | 33 (base 12) |
Resources
| Life | -142/861 |
| Positive | 16/87 |
| Stamina | 154/192 |
| Healing Factor | 0.37944162436553 |
| Regeneration | 0.094860406091383 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +71.428571428571% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 13 |
| See Stealth | 23 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 234 |
| Accuracy | 31 |
| Crit Chance | 45% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +6% |
| All | +0% |
| Lightning | +12% |
| Light | +30% |
| Temporal | +6% |
| Darkness | +27% |
| Fire | +20% |
| Nature | +6% |
Offense: Damage Penetration
| Arcane | +10% |
| Acid | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 47.416050405667 (91.629213483146%) |
| Defense | 22 |
| Ranged Defense | 30 |
| Fatigue | 41 |
| Physical Save | 57 |
| Spell Save | 50 |
| Mental Save | 40 |
Defense: Resistances
| Acid | 13%( 70%) |
| Blight | 8%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 31%( 70%) |
| All | 0%( 70%) |
| Darkness | 19%( 70%) |
| Light | 35%( 70%) |
| Lightning | 6%( 70%) |
| Physical | 34%( 70%) |
| Fire | 13%( 70%) |
| Nature | 6%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Confusion Resistance | 61% |
| Poison Resistance | 10% |
| Blind Resistance | 44% |
| Silence Resistance | 34% |
| Teleport Resistance | 15% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 310% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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 380 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Sun | 1.50 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 22.50 blight damage per turn. Decrepitude Disease |
| detrimental effect | Impending Doom |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Reduces global action speed by 40%. Slow |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 22 and doing 22.50 blight damage per turn. Rotting Disease |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Islytta the black crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed minotaur nose. The Brotherhood of Alchemists* &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * &039; * You& | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Dex Physical save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Silence immunity: +34% Disarm immunity: +25% Confusion immunity: +36% Stun/Freeze immunity: +26% Teleport immunity: +15% Stamina each turn: +0.40 Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | BreneyonPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +8% blight / +7% fire / +9% light / +7% darkness Changes damage: +9% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +10% Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +8 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 18 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chaludig the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Dex / +7 Con Changes damage: +6% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object&FFD700LAST |
| On hands | Stormblow the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +6 Con Changes damage: +12% lightning Physical save: +28 (+8 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +61% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object&FFD700039;s Gauntlets. |
| Tool | Lightbringer&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 116 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 5/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Polamira the stralite ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +13 Cun / +4 Mag Changes resistances: +6% nature / +5% arcane Mental save: +12 (+4 eff.) Blindness immunity: +29% Stun/Freeze immunity: +5% Knockback immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +10 (+3 eff.) Infravision radius: +5 See stealth: +13 See invisible: +12 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | steel ring &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +5 Str / +5 Mag / +4 Wil / +7 Con Changes resistances penetration: +5% temporal Changes damage: +6% temporal Physical save: +4 (+1 eff.) Spellpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Champion&Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 53 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 7/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item& |
| Around waist | hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +6% acid Changes damage: +6% nature Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Poison immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Size category: +1 A belt that goes around your waist. |
| In off hand | stralite shield &039; (10 def, 12 armour, 49-58.8 power, 227.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +228 Damage (Melee): +12 light / +8 darkness When wielded/worn: Armour: +12 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to blind Changes stats: +10 Con / +4 Mag Changes resistances: +14% light / +25% cold Changes resistances penetration: +10% arcane Changes damage: +18% darkness Talent granted: +4 Block Physical save: +9 (+3 eff.) Handheld deflection devices. |
| Cloak | Destala&Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. This item has been sent to the Item&WHITEOLIVE_DRAB039;s appearance was changed to Cloak of Deception. |
| Main armor | Mayorakira (3 def, 9 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Armour: +9 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +5% physical / +6% fire / +6% cold / +6% lightning Talent cooldown: Rush (-5 turns) Critical mult.: +6.00% Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +21% Only die when reaching: -80.00 life Maximum life: +30.00 Healing mod.: +5% A suit of armour made of metal plates. This object&B4B4B4LAST |
Inventory
healing infusion of the warrior (heal 308)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 333)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune (65 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 64.51 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the duelist (absorb 248 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 248 damage for 4 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level.vision rune of the wizard (radius 10; dur 15; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 40) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. 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 ability. |
This item will automatically be transmogrified when you leave the level.vision rune of the wizard (radius 13; dur 18; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 37) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any dragon around. 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 ability. |
Bokymnir the steel ringInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +5 Cun / +8 Wil Changes resistances: +13% mind Changes damage: +13% mind Physical save: +30 (+8 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +15% Teleport immunity: +15% Mindpower: +5 (+2 eff.) Rings can have magical properties. |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Physical power: +8 (+1 eff.) Defense: +9 (+5 eff.) Changes stats: +5 Str / +5 Con 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 79% 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 can have magical properties. |
gold ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 (+8 eff.) Armour penetration: +10 Defense: +7 (+4 eff.) Changes stats: +4 Dex / +6 Mag / +5 Wil Changes resistances: +9% acid / +5% arcane Silence immunity: +10% Only die when reaching: -80.00 life Spellpower: +10 (+3 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 79% 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 can have magical properties. |
Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
Ivabeth the Blindsin (36.5-58.4 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 27% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +16 light / +13 mind Damage against: +14% Undead When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% nature Massive two-handed swords. |
quick steel greatsword of crippling (23.5-37.6 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +10.0% Changes stats: +5 Dex Massive two-handed swords. |
Velolaith (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +16 insidious poison When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% arcane Changes damage: +15% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel mace of paradox (12.5-17.5 power, 3 apr) Requires: - Strength 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: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 10 temporal Changes resistances: +7% temporal Disarm immunity: +28% Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades 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% physical / +8% cold / +8% fire 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 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 8 for 10 turns. 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.short elven-wood starstaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Scaldward the dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +2 Mag Changes resistances penetration: +15% blight / +10% fire Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +3% One-handed war axes. |
HeatwrestInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes resistances: +12% fire / +3% temporal Changes resistances penetration: +5% temporal Physical save: +6 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Emeludatira (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid Changes resistances penetration: +25% acid / +25% arcane Changes damage: +9% acid / +9% arcane Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe of protection (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +7 (+4 eff.) Physical save: +21 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvetha the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 acid Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +15% acid Maximum encumbrance: +24 Physical save: +5 (+2 eff.) Spell save: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots &039; (9 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 physical Changes resistances: +15% lightning Changes damage: +9% physical Infravision radius: +3 A pair of boots made of leather. This object&B4B4B4LAST |
This item will automatically be transmogrified when you leave the level.scholar& Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Elyldarin (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTREDLASTLIGHT_GREEN fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 168.61 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
dwarven-steel helm &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Dex / +1 Wil / +4 Con Changes resistances: +10% light / +12% darkness Grants telepathy: Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. This item has been sent to the Item& |
dwarven-steel shield &039; (15 def, 8 armour, 38-45.6 power, 129 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 38.0 - 45.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +129 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +15 (+8 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +3 Mag / +3 Wil / +5 Con Talent granted: +3 Block Physical save: +8 (+3 eff.) Spellpower: +4 (+2 eff.) Deflect projectiles away: +8% Handheld deflection devices. This object&FFD700LAST |
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. |
1128 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. |
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. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Gobers the ChargewritherInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Changes damage: +6% nature / +12% lightning Maximum life: +40.00 Light radius: +2 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. |
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 (+3 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 6 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 50% 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 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. |
useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock, costing 10 power out of 10/10. Awesome rock!!! |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 36 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
This item will automatically be transmogrified when you leave the level.stralite torque of psychoportation &039; [power 44] (26/30 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Mag Maximum wards: +2 physical / +3 mind / +4 darkness Talents granted: +3 Telekinetic Blast +1 Ward Infravision radius: +2 See invisible: +9 It can be used to teleport randomly (rad 44), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
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. |
2 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. |
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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Marasmi the Ogre Sun Paladin level 16
78th Dusk 122nd year of Ascendancy at 08:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Marasmi the Ogre Sun Paladin level 19
25th Haze 122nd year of Ascendancy at 03:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Marasmi the Ogre Sun Paladin level 21
49th Haze 122nd year of Ascendancy at 23:55 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marasmi the Ogre Sun Paladin level 27
23rd Regrowth 123rd year of Ascendancy at 14:41 see stats
Home sweet home (Insane (Roguelike) difficulty)
58th Haze 122nd year of Ascendancy at 07:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Marasmi the Ogre Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 07:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Marasmi the Ogre Sun Paladin level 20
35th Haze 122nd year of Ascendancy at 21:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Marasmi the Ogre Sun Paladin level 30
76th Regrowth 123rd year of Ascendancy at 11:42 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Marasmi the Ogre Sun Paladin level 16
61st Dusk 122nd year of Ascendancy at 12:59 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Marasmi the Ogre Sun Paladin level 22
65th Haze 122nd year of Ascendancy at 08:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Marasmi the Ogre Sun Paladin level 20
47th Haze 122nd year of Ascendancy at 09:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Marasmi the Ogre Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 23:27 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Marasmi the Ogre Sun Paladin level 28
69th Regrowth 123rd year of Ascendancy at 17:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Marasmi the Ogre Sun Paladin level 18
5th Haze 122nd year of Ascendancy at 07:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Marasmi the Ogre Sun Paladin level 21
50th Haze 122nd year of Ascendancy at 07:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marasmi the Ogre Sun Paladin level 14
33rd Dusk 122nd year of Ascendancy at 07:36 see stats
Log
Marasmi unleashes the stored damage in retribution!
The shield around skeleton master archer crumbles.
Marasmi deactivates Second Life.
Marasmi has been healed by a blast of positive energy!
Marasmi resists the stunning blow!
Skeleton master archer uses Pinning Shot.
Skeleton warrior hits Marasmi for (77 absorbed), 0 physical (0 total damage).
Decrepitude Disease from Marasmi hits Skeleton warrior for 22 blight damage.
Marasmi receives 107 healing.
Marasmi hits Armoured skeleton warrior for 415 light damage.
Marasmi hits Lightbringer for 0 light damage.
Marasmi hits Belythra the thief for 355 light damage.
Marasmi hits Skeleton master archer for (3 absorbed), 242 light (242 total damage).
Marasmi hits Skeleton warrior for 237 light, 9 lightning, 4 temporal, 25 light, 18 fire, 4 mind (298 total damage).
Marasmi hits Skeleton warrior for 415 light damage.
Marasmi hits Armoured skeleton warrior for 309 light damage.
Belythra the thief casts Invoke Darkness.
Marasmi killed Skeleton warrior!
Marasmi killed Armoured skeleton warrior!
Marasmi HEALS from darkness damage!
Marasmi killed Armoured skeleton warrior!
Belythra the thief hits Marasmi for 231 darkness, 5 healing (231 total damage) [5 healing].
Marasmi casts Healing Light.
Marasmi&
Marasmi receives 101 healing.
Rotting Disease from Marasmi hits Belythra the thief for (12 to psi shield), 7 blight (7 total damage).
Marasmi is pinned to the ground.
Skeleton master archer&fbd578LASTaaaaaaLAST







































































































