










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Alchemist |
Level / Exp | 50 / 1020% |
Size | small |
Lifes / Deaths | Killed by temporal hound at level 50 on the 79th Dusk 123rd year of Ascendancy at 07:15 / 2Killed by Elandar at level 50 on the 79th Dusk 123rd year of Ascendancy at 09:33 |
Primary Stats
Strength | 20 (base 17) |
Dexterity | 68 (base 57) |
Constitution | 104.34 (base 42) |
Magic | 112.34 (base 63) |
Willpower | 48 (base 11) |
Cunning | 98.34 (base 47) |
Resources
Life | -1104/1436 |
Mana | 547/683 |
Equilibrium | 0 |
Positive | 177/177 |
Healing Factor | 2.5 |
Regeneration | 27.125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +107.19994720145% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 66.744852294876 |
See Invisible | 76.744852294876 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 57 |
Accuracy | 43 |
Crit Chance | 39% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Acid | +108% |
Arcane | +33% |
Cold | +32% |
All | +18% |
Darkness | +33% |
Light | +26% |
Mind | +27% |
Physical | +23% |
Lightning | +49% |
Fire | +30% |
Nature | +27% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +15% |
Mind | +40% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 36 (45%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 47 |
Mental Save | 66 |
Defense: Resistances
Acid | -11%( 70%) |
Blight | -8%( 70%) |
Arcane | -43%( 70%) |
Cold | + 43%( 70%) |
All | -50%( 70%) |
Mind | -32%( 70%) |
Lightning | + 47%( 70%) |
Light | + 19%( 70%) |
Temporal | -38%( 70%) |
Physical | -1%( 70%) |
Darkness | -10%( 70%) |
Fire | + 22%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Blind Resistance | 48% |
Silence Resistance | 60% |
Bleed Resistance | 15% |
Disarm Resistance | 15% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -1052 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1360% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 662 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acid Infusion |
talent | Chant of Fortitude |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Increases your three highest stats by 17 and keeps you from dying even if your life drops to -979. Heroism |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+25). Continuum Destabilization |
beneficial effect | The target is recovering 25 life each turn. Recovery |
detrimental effect | The target is cursed, reducing all resistances by 45%. Curse of Vulnerability |
beneficial effect | The target's spellpower has been increased by 36. Spellsurge |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Ice Core |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 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 Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)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 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1668. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) (-) Fatigue: -10% (-) Changes stats: +3(-) Dex Changes resistances: +5%(-) physical Talent masteries: +0.20(-) Psionic / Augmented mobility Pinning immunity: +100% (-) Movement speed: +10% (-) It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.6 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 519 alchemist diamond 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Salylranor the dwarven lantern Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10(-) Mag Changes resistances: +15%(-) light Changes damage: +15%(-) darkness / +15%(-) acid Damage affinity(heal): +5%(-) darkness Blindness immunity: +48% (-) Confusion immunity: +30% (-) Mana each turn: +0.12 (-) Mana when firing critical spell: +3.00 (-) Maximum mana: +80.00 (-) Spellpower: +17 (+4 eff.) (-) Spell crit. chance: +4% (-) Light radius: +12 (-) Infravision radius: +5 (-) See stealth: +24 (-) See invisible: +19 (-) It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 4.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() elven-silk wizard hat 'Wildbearer' (3 def, 0 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% (-) Defense: +3 (+1 eff.) (-) Damage when hit (Melee): 16(-) fire Changes stats: +10(-) Cun / +19(-) Wil Changes resistances: +5%(-) lightning / +8%(-) temporal / +8%(-) light / +13%(-) fire / +8%(-) nature / +8%(-) acid / +8%(-) blight / +8%(-) cold / +6%(-) mind / +8%(-) darkness Changes resistances penetration: +5%(-) nature / +15%(-) mind Changes damage: +15%(-) acid / +9%(-) mind / +9%(-) nature / +12%(-) fire / +13%(-) lightning / +14%(-) cold / +15%(-) arcane / +10%(-) all Physical save: +14 (+5 eff.) (-) Mental save: +30 (+8 eff.) (-) Confusion immunity: -20% (-) Fear immunity: -20% (-) Spell crit. chance: +5% (-) Mental crit. chance: +13% (-) It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 153 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Brodydobar the yew totem of healing [power 162] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9%(-) nature / +9%(-) cold Talents cooldown: Lay Web (-1(-) turn) Talents granted: +4.00(-) Lay Web Cut immunity: +15% (-) Stun/Freeze immunity: +40% (-) Light radius: +3 (-) See invisible: +9 (-) It can be used to heal a target within range 8 (based on Willpower) for 162, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+9 eff.) (-) Armour: +4 (-) Changes resistances: +45%(-) lightning / +3%(-) physical Changes damage: +18%(-) lightning / +8%(-) all Life regen: +1.80 (-) Only die when reaching: -40.00 life (-) Maximum life: +85.00 (-) Spellpower: +20 (+4 eff.) (-) Mindpower: +20 (+6 eff.) (-) Healing mod.: +45% (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | ![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-19 (-9 eff.)) Armour: +0 (-4) Fatigue: -5% Changes resistances: +0%(-45%) lightning / +0%(-3%) physical Changes damage: +0%(-18%) lightning / +0%(-8%) all Mental save: -7 (-2 eff.) Life regen: +0.00 (-1.80) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-85.00) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Mindpower: +0 (+0 eff.) (-20 (-6 eff.)) Healing mod.: +0% (-45%) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Stun/Freeze immunity: +60% (-) Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Arthuhell the dragonbone magestaff (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +2.0% (-) Changes stats: +4(-) Dex / +7(-) Mag / +14(-) Cun / +10(-) Con Changes damage: +30%(-) acid Talents granted: +1.00(-) Command Staff Critical mult.: +35.00% (-) Life regen: +0.80 (-) Vim when firing critical spell: +7.00 (-) Spellpower on spell critical (stacks up to 3 times): +12 (-) Maximum vim: +50.00 (-) Maximum neg.energy: +36.00 (-) Spellpower: +25 (+6 eff.) (-) Spell crit. chance: +30% (-) See invisible: +6 (-) It can be used to unleash an elemental blastwave, dealing 67.15 to 80.58 acid damage in a radius 6 around the user, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
On hands | ![]() Polylle the Kindlevalor (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +9 (-) Armour: +2 (-) Damage (Melee): 11(-) light / 8(-) arcane Changes stats: +6(-) Dex / +6(-) Mag / +6(-) Wil / +6(-) Cun Changes resistances: +5%(-) arcane / +6%(-) mind / +11%(-) light Changes damage: +8%(-) light Disease immunity: +20% (-) Disarm immunity: +15% (-) It can be used to activate talent Disperse Magic, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() drakeskin leather armour 'Glarewing' (5 def, 20 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 (-) Defense: +5 (+2 eff.) (-) Fatigue: +8% (-) Damage (Melee): 8(-) fire Damage (Ranged): 8(-) fire Changes stats: +25(-) Con Changes resistances: +20%(-) physical / +12%(-) light / +19%(-) darkness / +20%(-) fire / +25%(-) nature / +10%(-) cold Reduces incoming crit damage: 23.00% (-) Life regen: +5.50 (-) Maximum life: +179.00 (-) Light radius: +3 (-) Healing mod.: +49% (-) A suit of armour made of leather. Tap to cycle through comparison choices |
Cloak | ![]() Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+1 eff.) (-) It can be used to activate talent Stone Wall (costing 41 power out of 36/60) : Effective talent level: 1.2 Power cost: 41 out of 36/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 172.76 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Layemira the Dimqueen Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15(-) Con Changes resistances: +3%(-) acid Changes resistances penetration: +15%(-) acid / +10%(-) darkness / +25%(-) mind Grants telepathy: Humanoid/Orc Talent masteries: +0.28(-) Wild-gift / Harmony Critical mult.: +5.00% (-) Physical save: +43 (+15 eff.) (-) Spell save: +25 (+9 eff.) (-) Mental save: +25 (+6 eff.) (-) Life regen: +2.50 (-) Maximum life: +66.00 (-) Amulets can have magical properties. |
Inventory
![]() wild infusion of the wizard (resist 34%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random -mental or +physical effect and reduce all damage taken by 34%(+1%) for 5(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 778% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() heroism infusion of the sneak (+19 for 13 turns, die at -663) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19(-1) for 13(+3) turns. While Heroism is active, you will only die when reaching -663(+389) life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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. |
![]() heroism infusion of the wizard (+22 for 11 turns, die at -827) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22(+2) for 11(+1) turns. While Heroism is active, you will only die when reaching -827(+225) life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your -Cunning, +Magic 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Strength 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. |
![]() Borurion the Earthlore Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +4 Str / +4 Mag / +10 Cun / +10(-5) Con Changes resistances: +0%(-3%) acid Changes resistances penetration: +0%(-15%) acid / +0%(-10%) darkness / +0%(-25%) mind Changes damage: +9% nature Grants telepathy: Humanoid/Orc Talent mastery: +0.00(-0.28) Wild-gift / Harmony Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-43 (-15 eff.)) Spell save: +0 (+0 eff.) (-25 (-9 eff.)) Mental save: +0 (+0 eff.) (-25 (-6 eff.)) Life regen: +0.00 (-2.50) Maximum life: +0.00 (-66.00) Amulets can have magical properties. |
![]() This item will automatically be transmogrified when you leave the level. vitalizing voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6(-9) Con Changes resistances: +0%(-3%) acid Changes resistances penetration: +0%(-15%) acid / +0%(-10%) darkness / +0%(-25%) mind Grants telepathy: Humanoid/Orc Talent mastery: +0.00(-0.28) Wild-gift / Harmony Critical mult.: +0.00% (-5.00%) Physical save: +20 (+7 eff.) (-23 (-8 eff.)) Spell save: +0 (+0 eff.) (-25 (-9 eff.)) Mental save: +0 (+0 eff.) (-25 (-6 eff.)) Life regen: +2.80 (+0.30) Maximum life: +72.00 (+6.00) Amulets can have magical properties. |
![]() Festerspitter the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-19 (-9 eff.)) Armour: +0 (-4) Damage when hit (Melee): 8 nature Changes resistances: +0%(-45%) lightning / +0%(-3%) physical Changes damage: +0%(-18%) lightning / +0%(-8%) all Physical save: +30 (+9 eff.) Mental save: +36 (+9 eff.) Stun/Freeze immunity: +45% Knockback immunity: +10% Life regen: +1.80 (-) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-85.00) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Mindpower: +0 (+0 eff.) (-20 (-6 eff.)) Healing mod.: +0% (-45%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. Tap to cycle through comparison choices |
![]() gold ring 'Neruriama' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +0 (+0 eff.) (-19 (-9 eff.)) Armour: +0 (-4) Changes stats: +10 Str / +5 Mag / +6 Cun / +5 Con Changes resistances: +0%(-45%) lightning / +0%(-3%) physical Changes damage: +0%(-18%) lightning / +9% physical / +0%(-8%) all Physical save: +30 (+9 eff.) Life regen: +0.00 (-1.80) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-85.00) Spellpower: +11 (+2 eff.) (-9 (-2 eff.)) Mindpower: +0 (+0 eff.) (-20 (-6 eff.)) Healing mod.: +0% (-45%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Emada Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +11 (+5 eff.) (-8 (-4 eff.)) Armour: +6 (+2) Changes stats: +8 Str / +7 Con Changes resistances: +0%(-45%) lightning / +5%(+2%) physical Changes damage: +0%(-18%) lightning / +15% physical / +15% mind / +0%(-8%) all Life regen: +0.00 (-1.80) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-85.00) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Mindpower: +0 (+0 eff.) (-20 (-6 eff.)) Healing mod.: +0% (-45%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Yvuna the voratun ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-19 (-9 eff.)) Armour: +0 (-4) Changes stats: +2 Dex / +7 Wil / +7 Cun / +4 Con Changes resistances: +0%(-45%) lightning / +0%(-3%) physical Changes damage: +0%(-18%) lightning / +12% mind / +0%(-8%) all Mental save: +20 (+5 eff.) Blindness immunity: +38% Silence immunity: +40% Life regen: +0.00 (-1.80) Mana each turn: +0.30 Equilibrium when hit: +0.08 Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-85.00) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Mindpower: +9 (+3 eff.) (-11 (-3 eff.)) Infravision radius: +5 See stealth: +15 See invisible: +22 Healing mod.: +0% (-45%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() voratun ring 'Radiancewinnow' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +47 (+22 eff.) (+28 (+13 eff.)) Armour: +0 (-4) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +10 Str / +10 Con Changes resistances: +0%(-45%) lightning / +0%(-3%) physical / +6% darkness Changes resistances penetration: +10% light / +5% fire Changes damage: +0%(-18%) lightning / +6% fire / +12% light / +8%(-) all Disarm immunity: +46% Pinning immunity: +45% Knockback immunity: +50% Life regen: +0.00 (-1.80) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +48.00 (-37.00) Spellpower: +34 (+7 eff.) (+14 (+3 eff.)) Mindpower: +30 (+10 eff.) (+10 (+4 eff.)) Healing mod.: +0% (-45%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. arcing voratun greatmaul of massacre (191% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 192% (+55%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-2) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +24 lightning When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-7) Mag / +0(-14) Cun / +0(-10) Con Changes damage: +0%(-30%) acid Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-35.00%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +0.00 (-7.00) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Maximum vim: +0.00 (-50.00) Maximum neg.energy: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-25 (-6 eff.)) Spell crit. chance: +0% (-30%) See invisible: +0 (-6) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. voratun greatsword 'Glintpunish' (172% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% (+36%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-2) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 54% chance to cause random gloom (+54%) * 54% chance to blind (+54%) + Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: + splashes the target with acid Damage (Melee): +27 acid / +8 mind When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +21 Physical crit. chance: +0.0% (-2.0%) Damage when hit (Melee): 12 light Changes stats: +0(-4) Dex / +0(-7) Mag / +0(-14) Cun / +0(-10) Con Changes resistances: +3% light Changes resistances penetration: +20% physical Changes damage: +0%(-30%) acid / +6% temporal Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-35.00%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +0.00 (-7.00) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Maximum vim: +0.00 (-50.00) Maximum neg.energy: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-25 (-6 eff.)) Spell crit. chance: +0% (-30%) See invisible: +0 (-6) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. voratun longsword of shearing (152% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% (+16%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Armour penetration: +12 Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-7) Mag / +0(-14) Cun / +0(-10) Con Changes resistances penetration: +15% physical Changes damage: +0%(-30%) acid / +15% physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-35.00%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +0.00 (-7.00) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Maximum vim: +0.00 (-50.00) Maximum neg.energy: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-25 (-6 eff.)) Spell crit. chance: +0% (-30%) See invisible: +0 (-6) Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. wyrm's living mindstar of flames (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power: 113% (-23%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+34) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Damage when hit (Melee): 10 lightning / 10 physical / 9 cold / 29 fire / 9 acid Changes stats: +0(-4) Dex / +0(-7) Mag / +0(-14) Cun / +0(-10) Con Changes resistances: +5% lightning / +9% physical / +10% cold / +9% acid / +29% fire Changes resistances penetration: +20% fire Changes damage: +0%(-30%) acid / +18% fire Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-35.00%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +0.00 (-7.00) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Maximum vim: +0.00 (-50.00) Maximum neg.energy: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-25 (-6 eff.)) Spell crit. chance: +0% (-30%) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% See invisible: +0 (-6) Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. mighty voratun steamgun of fire Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 (+22) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Firing range: +10 Travel speed: +600% Damage (Ranged): +20 fire Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +15 (+8 eff.) Changes stats: +7 Str / +0(-4) Dex / +0(-7) Mag / +0(-14) Cun / +0(-10) Con Changes damage: +0%(-30%) acid / +22% fire Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-35.00%) Life regen: +0.00 (-0.80) Vim when firing critical spell: +0.00 (-7.00) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Maximum vim: +0.00 (-50.00) Maximum neg.energy: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-25 (-6 eff.)) Spell crit. chance: +0% (-30%) See invisible: +0 (-6) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. pouch of voratun shots of amnesia (23/23, 164% power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: + 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. sentry's pouch of voratun shots (51/51, 175% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 51 Turns elapse between self-loadings: 2 Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. psion's elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +0 (-20) Defense: +5 (+2 eff.) (-) Fatigue: +0% (-8%) Damage (Melee): 0(-8) fire Damage (Ranged): 0(-8) fire Changes stats: +6 Mag / +6 Wil / +0(-25) Con Changes resistances: +0%(-20%) physical / +0%(-12%) light / +0%(-19%) darkness / +0%(-20%) fire / +0%(-25%) nature / +0%(-10%) cold Changes resistances penetration: +20% mind Changes damage: +20% mind Reduces incoming crit damage: 0.00% (-23.00%) Silence immunity: +48% Life regen: +0.00 (-5.50) Psi each turn: +0.99 Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +0.00 (-179.00) Maximum psi: +30.00 Spellpower: +20 (+4 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +5% Light radius: +0 (-3) Healing mod.: +0% (-49%) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Cracklewish (14 def, 28 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 (+8) Defense: +14 (+6 eff.) (+9 (+4 eff.)) Ranged Defense: +9 (+4 eff.) Fatigue: +6% (-2%) Damage (Melee): 0(-8) fire Damage (Ranged): 0(-8) fire Changes stats: +0(-25) Con Changes resistances: +2%(-18%) physical / +0%(-12%) light / +0%(-19%) darkness / +0%(-20%) fire / +0%(-25%) nature / +15%(+5%) cold Changes resistances penetration: +25% lightning Reduces incoming crit damage: 20.00% (-3.00%) Physical save: +27 (+8 eff.) Blindness immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +50% Life regen: +0.00 (-5.50) Maximum life: +0.00 (-179.00) Light radius: +0 (-3) Healing mod.: +0% (-49%) A suit of armour made of mail. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (-10) Defense: +5 (+2 eff.) (-) Fatigue: +16% (+8%) Damage (Melee): 0(-8) fire Damage (Ranged): 0(-8) fire Changes stats: +0(-25) Con Changes resistances: +0%(-20%) physical / +0%(-12%) light / +0%(-19%) darkness / +0%(-10%) cold / +0%(-25%) nature / +30%(+10%) fire Reduces incoming crit damage: 0.00% (-23.00%) Life regen: +6.60 (+1.10) Stamina each turn: +2.40 Maximum life: +0.00 (-179.00) Light radius: +0 (-3) Healing mod.: +0% (-49%) A suit of armour made of mail. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 (-4) Defense: +9 (+4 eff.) (+4 (+2 eff.)) Fatigue: +26% (+18%) Damage (Melee): 0(-8) fire Damage (Ranged): 0(-8) fire Changes stats: +7 Str / +7(-18) Con Changes resistances: +27% acid / +0%(-20%) physical / +0%(-12%) light / +0%(-19%) darkness / +0%(-10%) cold / +0%(-25%) nature / +0%(-20%) fire Reduces incoming crit damage: 0.00% (-23.00%) Life regen: +0.00 (-5.50) Maximum life: +100.00 (-79.00) Light radius: +0 (-3) Healing mod.: +0% (-49%) A suit of armour made of metal plates. Tap to cycle through comparison choices |
![]() blurring rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +0(-3) Wil Changes resistances: +5%(-15%) blight / +0%(-20%) cold / +0%(-20%) nature Stealth bonus: +6 Stun/Freeze immunity: +0% (-60%) Healing mod.: +0% (-30%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Galewyn (18 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +8 Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +18 (+7 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +1 Mag / +6 Cun Changes resistances: +25% darkness / +0%(-5%) physical Changes resistances penetration: +16% darkness Changes damage: +9% blight / +0%(-5%) physical / +24% darkness Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Critical mult.: +15.00% Stealth bonus: +25 Physical save: +13 (+4 eff.) Spell save: +6 (+2 eff.) Maximum life: +60.00 Maximum mana: +60.00 Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) Spell crit. chance: +1% Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. wyrmwaxed elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +3 (+2 eff.) Changes resistances: +10% acid / +0%(-5%) physical / +10% fire / +10% lightning / +10% cold Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) 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. pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +5% (+15%) Changes stats: +0(-3) Dex Changes resistances: +0%(-5%) physical Talent mastery: +0.00(-0.20) Psionic / Augmented mobility Pinning immunity: +0% (-100%) Movement speed: +20% (+10%) A pair of boots made of leather. |
![]() Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% (-) Defense: +8 (+4 eff.) (+5 (+3 eff.)) Damage when hit (Melee): 0(-16) fire Changes stats: +6(-4) Cun / +8(-11) Wil Changes resistances: +0%(-5%) lightning / +0%(-8%) temporal / +0%(-8%) light / +0%(-13%) fire / +0%(-8%) nature / +0%(-8%) acid / +0%(-8%) blight / +0%(-8%) cold / +0%(-6%) mind / +0%(-8%) darkness Changes resistances penetration: +15%(+10%) nature / +0%(-15%) mind Changes damage: +0%(-15%) acid / +0%(-12%) fire / +0%(-13%) lightning / +20%(+11%) nature / +0%(-9%) mind / +0%(-14%) cold / +0%(-15%) arcane / +10%(-) all Talent mastery: +0.10 Wild-gift / Moss Physical save: +0 (+0 eff.) (-14 (-5 eff.)) Mental save: +12 (+3 eff.) (-18 (-5 eff.)) Blindness immunity: +100% Confusion immunity: +0% (+20%) Fear immunity: +0% (+20%) Spell crit. chance: +5% (-) Mental crit. chance: +5% (-8%) Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 24 power out of 35/35) : Effective talent level: 2.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() dwarven-steel helm 'Voidspar' (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: Physical crit. chance: +0.0% (-5.0%) Physical power: +8 (+4 eff.) Armour: +4 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 0(-16) fire Changes stats: +11 Str / +6(-13) Wil / +0(-10) Cun / +3 Con Changes resistances: +0%(-5%) lightning / +0%(-8%) temporal / +0%(-8%) light / +0%(-13%) fire / +0%(-8%) nature / +0%(-8%) acid / +8% physical / +3%(-5%) blight / +0%(-8%) cold / +0%(-6%) mind / +0%(-8%) darkness Changes resistances penetration: +15% blight / +0%(-5%) nature / +0%(-15%) mind Changes damage: +0%(-13%) lightning / +3% darkness / +0%(-12%) fire / +0%(-9%) nature / +0%(-10%) all / +0%(-15%) acid / +3% blight / +0%(-14%) cold / +0%(-15%) arcane / +0%(-9%) mind Physical save: +15 (+5 eff.) (+1 (+0 eff.)) Mental save: +18 (+5 eff.) (-12 (-3 eff.)) Confusion immunity: +0% (+20%) Fear immunity: +0% (+20%) Spell crit. chance: +0% (-5%) Mental crit. chance: +0% (-13%) Light radius: +1 It can be used to activate talent Battle Cry, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Armour: +0 (-5) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +0%(-5%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +2 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +2 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Light radius: +1 Infravision radius: +2 When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 (-4) Changes resistances: +1%(-4%) all When used to imbue an object: Armour: +1 (-4) Changes resistances: +1%(-4%) all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 3 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 (-3) Changes resistances: +2%(-3%) all When used to imbue an object: Armour: +2 (-3) Changes resistances: +2%(-3%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +0 (-5) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-5%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +0 (-5) Defense: +4 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +4 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all 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. Tap to cycle through comparison choices |
![]() 5 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Armour: +0 (-5) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-5%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Armour: +0 (-5) Defense: +6 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +6 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 (-2) Changes resistances: +3%(-2%) all When used to imbue an object: Armour: +3 (-2) Changes resistances: +3%(-2%) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 4 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all 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. Tap to cycle through comparison choices |
![]() quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +30% When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 6 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Armour: +0 (-5) Defense: +8 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +8 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 12 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 (-1) Changes resistances: +4%(-1%) all When used to imbue an object: Armour: +4 (-1) Changes resistances: +4%(-1%) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 4 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all See stealth: +10 See invisible: +10 When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 6 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Armour: +0 (-5) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +0%(-5%) all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 6 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all 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. Tap to cycle through comparison choices |
![]() 25 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +60% When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 24 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 7 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +0 (-5) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +0%(-5%) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 24 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +0 (-5) Defense: +10 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+6 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +10 (+0 eff.) Changes resistances: +0%(-5%) all Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+6 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() 22 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 (-) Changes resistances: +5%(-) all When used to imbue an object: Armour: +5 (-) Changes resistances: +5%(-) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() Resonating Diamond 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +12% fire When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. Tap to cycle through comparison choices |
![]() 116 alchemist agate 0.00 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. |
![]() 688 alchemist ruby 0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
![]() Runyroregothad the Prismwire Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +3(-7) Mag Changes resistances: +9% darkness / +0%(-15%) light Changes damage: +6% blight / +0%(-15%) acid / +9% light / +0%(-15%) darkness Damage affinity(heal): +5% light / +0%(-5%) darkness Physical save: +10 (+3 eff.) Blindness immunity: +25% (-23%) Confusion immunity: +21% (-9%) Mana each turn: +0.00 (-0.12) Mana when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +0.00 (-80.00) Spellpower: +6 (+2 eff.) (-11 (-2 eff.)) Spell crit. chance: +2% (-2%) Light radius: +10 (-2) Infravision radius: +0 (-5) See stealth: +13 (-11) See invisible: +9 (-10) Healing mod.: +15% It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 78.82 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-10) Mag Changes resistances: +30%(+15%) light Changes damage: +0%(-15%) acid / +10% light / +0%(-15%) darkness Damage affinity(heal): +0%(-5%) darkness Blindness immunity: +0% (-48%) Confusion immunity: +0% (-30%) Mana each turn: +0.00 (-0.12) Mana when firing critical spell: +0.00 (-3.00) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-17 (-4 eff.)) Spell crit. chance: +0% (-4%) Light radius: +4 (-8) Infravision radius: +0 (-5) See stealth: +0 (-24) See invisible: +0 (-19) Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 55 power out of 33/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes resistances: +0%(-9%) nature / +0%(-9%) cold Changes damage: +4% blight Talent cooldown: Lay Web ((+0(+1) turn) Talent granted: +0(+-4) Lay Web Cut immunity: +0% (-15%) Stun/Freeze immunity: +0% (-40%) Light radius: +0 (-3) See invisible: +0 (-9) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 682.08 fire damage (based on Magic), costing 34 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 138 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 824.69 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Achievements
By Erreeure the Yeek Alchemist level 37
51st Regrowth 123rd year of Ascendancy at 09:06 see stats
By Erreeure the Yeek Alchemist level 36
49th Regrowth 123rd year of Ascendancy at 09:28 see stats
By Erreeure the Yeek Alchemist level 47
73rd Pyre 123rd year of Ascendancy at 00:59 see stats
By Erreeure the Yeek Alchemist level 50
36th Dusk 123rd year of Ascendancy at 02:18 see stats
By Erreeure the Yeek Alchemist level 44
54th Pyre 123rd year of Ascendancy at 05:49 see stats
By Erreeure the Yeek Alchemist level 10
9th Flare 122nd year of Ascendancy at 07:51 see stats
By Erreeure the Yeek Alchemist level 42
49th Pyre 123rd year of Ascendancy at 17:59 see stats
By Erreeure the Yeek Alchemist level 33
37th Regrowth 123rd year of Ascendancy at 22:31 see stats
By Erreeure the Yeek Alchemist level 24
65th Haze 122nd year of Ascendancy at 23:49 see stats
By Erreeure the Yeek Alchemist level 38
6th Pyre 123rd year of Ascendancy at 21:30 see stats
By Erreeure the Yeek Alchemist level 32
33rd Regrowth 123rd year of Ascendancy at 10:00 see stats
By Erreeure the Yeek Alchemist level 40
24th Pyre 123rd year of Ascendancy at 21:22 see stats
By Erreeure the Yeek Alchemist level 27
73rd Haze 122nd year of Ascendancy at 10:29 see stats
By Erreeure the Yeek Alchemist level 50
37th Dusk 123rd year of Ascendancy at 03:37 see stats
By Erreeure the Yeek Alchemist level 10
3rd Flare 122nd year of Ascendancy at 18:58 see stats
By Erreeure the Yeek Alchemist level 20
49th Haze 122nd year of Ascendancy at 18:09 see stats
By Erreeure the Yeek Alchemist level 30
2nd Allure 123rd year of Ascendancy at 15:06 see stats
By Erreeure the Yeek Alchemist level 40
18th Pyre 123rd year of Ascendancy at 11:21 see stats
By Erreeure the Yeek Alchemist level 50
6th Flare 123rd year of Ascendancy at 03:41 see stats
By Erreeure the Yeek Alchemist level 41
39th Pyre 123rd year of Ascendancy at 12:17 see stats
By Erreeure the Yeek Alchemist level 15
17th Dusk 122nd year of Ascendancy at 04:32 see stats
By Erreeure the Yeek Alchemist level 42
39th Pyre 123rd year of Ascendancy at 16:27 see stats
By Erreeure the Yeek Alchemist level 42
39th Pyre 123rd year of Ascendancy at 16:27 see stats
By Erreeure the Yeek Alchemist level 22
60th Haze 122nd year of Ascendancy at 10:44 see stats
By Erreeure the Yeek Alchemist level 43
50th Pyre 123rd year of Ascendancy at 00:59 see stats
By Erreeure the Yeek Alchemist level 11
5th Dusk 122nd year of Ascendancy at 08:47 see stats
By Erreeure the Yeek Alchemist level 50
50th Dusk 123rd year of Ascendancy at 10:46 see stats
By Erreeure the Yeek Alchemist level 50
72nd Dusk 123rd year of Ascendancy at 23:55 see stats
By Erreeure the Yeek Alchemist level 18
40th Haze 122nd year of Ascendancy at 20:07 see stats
By Erreeure the Yeek Alchemist level 48
7th Mirth 123rd year of Ascendancy at 09:33 see stats
By Erreeure the Yeek Alchemist level 27
73rd Haze 122nd year of Ascendancy at 10:36 see stats
By Erreeure the Yeek Alchemist level 19
48th Haze 122nd year of Ascendancy at 15:42 see stats
By Erreeure the Yeek Alchemist level 50
79th Dusk 123rd year of Ascendancy at 07:15 see stats
By Erreeure the Yeek Alchemist level 35
45th Regrowth 123rd year of Ascendancy at 12:53 see stats
Log
Elandar hits Xorn for 661 arcane damage.
Elandar hits Yeek mindslayer for 793 arcane damage.
Temporal hound hits Yeek mindslayer for (68 to psi shield), 214 temporal, (68 to psi shield), 214 physical (428 total damage).
Erreeure casts Healing Light.
Erreeure's spell attains critical power!
Erreeure receives 1015 healing.
Elandar casts Metaflow.
Xorn is pinned to the ground.
Yeek mindslayer's Beyond the Flesh misses Temporal hound.
Yeek mindslayer's Beyond the Flesh hits Xorn for 54 physical, 50 acid, 27 physical, 41 lightning (173 total damage).
Yeek mindslayer's Beyond the Flesh hits Xorn for 57 physical, 27 physical, 41 lightning (125 total damage).
Yeek mindslayer is knocked back!
Yeek mindslayer misses Xorn.
Yeek mindslayer performs a melee critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Yeek mindslayer misses Temporal hound.
Temporal hound performs a melee critical strike against Erreeure!
Erreeure hits Temporal hound for 7 fire damage.
Temporal hound hits Erreeure for 309 temporal, 225 physical (534 total damage).
Elandar's Strike hits Yeek mindslayer for (68 to psi shield), 658 physical (658 total damage).
Yeek mindslayer hits Xorn for 27 physical damage.
Elandar casts Strike.
Elandar's spell attains critical power!
Yeek mindslayer killed Xorn!
Temporal hound hits Erreeure for 204 temporal, 149 physical (353 total damage).
Erreeure hits Temporal hound for 7 fire damage.
Elandar casts Starfall.
Elandar's spell attains critical power!
Saving game...