Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 48 / 32% |
Size | medium |
Lifes / Deaths | Killed by Ivita the orc assassin at level 48 on the 67th Pyre 123rd year of Ascendancy at 16:38 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 66 (base 60) |
Constitution | 73 (base 60) |
Magic | 89 (base 60) |
Willpower | 44 (base 13) |
Cunning | 25 (base 13) |
Resources
Life | -891/855 |
Mana | 555/670 |
Soul | 6/14 |
Healing Factor | 1.8007458214728 |
Regeneration | 8.7336172341431 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 27.108545491274 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Barehand
Damage | 25 |
Accuracy | 45 |
Crit Chance | 10% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +63% |
Darkness | +59% |
Cold | +41% |
All | +29% |
Offense: Damage Penetration
Acid | +15% |
Physical | +16% |
Blight | +5% |
Arcane | +15% |
Fire | +5% |
Darkness | +7% |
Defense: Base
Armour (hardiness) | 34 (44.574340358689%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 45 |
Mental Save | 33 |
Defense: Resistances
Acid | + 42%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 62%( 70%) |
All | + 39%( 70%) |
Lightning | + 50%( 70%) |
Light | + 50%( 70%) |
Temporal | + 44%( 70%) |
Fire | + 58%( 70%) |
Darkness | + 61%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 90% |
Confusion Resistance | 10% |
Stun Resistance | 55% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 886% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning 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 545 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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. | active |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Xanybrethra the mountain troll thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Xywe the sandworm. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by spitting spider. Escort: repented thief (level 3 of Trollmire) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 Wrathroot. * 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 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 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 unlocked the training room. * 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's current energy level is: 2044. | 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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed multi-hued wyrm scale. * You've found the needed naga tongue. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 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 defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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. * Grushnak Pride, near a small mountain range in the north west. * 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Henarifast (15 def, 5 armour) Henarifast (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Defense: +15 (+4 eff.) Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Cut immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 Infravision radius: +2 A pair of boots made of leather. |
On hands | Khelegonik (0 def, 2 armour) Khelegonik (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +7 Wil Life regen: +2.60 Stamina each turn: +0.60 Mana each turn: +0.12 Psi each turn: +0.17 Vim when firing critical spell: +2.00 Spellpower: +30 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | drakeskin leather cap 'Ce'Nirin' (0 def, 5 armour) drakeskin leather cap 'Ce'Nirin' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Str / +9 Wil / +4 Cun Changes resistances: +6% acid / +9% temporal / +11% fire / +5% arcane / +9% cold Mental save: +8 (+4 eff.) Blindness immunity: +10% Maximum life: +80.00 Mindpower: +5 (+2 eff.) Light radius: +2 A cap made of leather. |
Tool | Khelogondil [power 71] (12/22 cooldown) Khelogondil [power 71] (12/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +9% lightning / +6% cold Stun/Freeze immunity: +20% Knockback immunity: +20% Healing mod.: +20% It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Quenchmonster the gold ring Quenchmonster the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes damage: +12% cold Stun/Freeze immunity: +35% Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +14 Defense: +25 (+6 eff.) Changes stats: +2 Mag / +6 Wil / +7 Cun / +5 Con Changes damage: +15% physical Spell save: +23 (+7 eff.) Maximum stamina: +34.00 Spell crit. chance: +1% Mindpower: +12 (+5 eff.) Damage Shield penetration: +30% 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 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Glymina the gold amulet Glymina the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +6 Wil / +3 Con Changes resistances penetration: +15% arcane Cut immunity: +70% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+6 eff.) Spell crit. chance: +6% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 226 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | silk robe 'Liseretha' (0 def, 0 armour) silk robe 'Liseretha' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +4 Dex Changes resistances: +24% darkness / +13% all Changes resistances penetration: +15% acid Changes damage: +16% darkness / +29% all Critical mult.: +10.00% Spellpower: +30 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Camonik the Infernovengeance Camonik the InfernovengeanceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +5 Con Changes resistances: +3% fire Changes resistances penetration: +5% fire Maximum life: +40.00 Light radius: +3 See invisible: +3 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. |
Cloak | elven-silk cloak 'Tarryrab' (10 def, 9 armour) elven-silk cloak 'Tarryrab' (10 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Changes resistances: +18% light / +17% fire / +13% darkness / +23% cold Changes resistances penetration: +7% darkness / +5% blight Changes damage: +14% darkness Stealth bonus: +32 Mana each turn: +0.08 Maximum vim: +30.00 Spellpower: +15 (+3 eff.) 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. |
Around waist | drakeskin leather belt 'Beledhebeth' drakeskin leather belt 'Beledhebeth'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Changes stats: +4 Str / +1 Dex Changes resistances: +9% lightning Changes resistances penetration: +16% physical Changes damage: +19% physical Physical save: +20 (+8 eff.) Disease immunity: +10% Pinning immunity: +20% Maximum life: +116.00 Maximum mana: +71.00 Maximum stamina: +45.00 Maximum hate: +16.00 Maximum psi: +32.00 Maximum vim: +28.00 Maximum pos.energy: +37.00 Maximum neg.energy: +34.00 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
Inventory
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
blink rune of the titan (range 8; phase 28; cd 12) blink rune of the titan (range 8; phase 28; cd 12)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: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 26; cd 20) blink rune of the wizard (range 7; phase 26; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 509; dur 4; cd 15) shielding rune of the titan (absorb 509; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 509 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 151; cd 16) teleportation rune of the titan (range 151; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earadan =8 dex= Earadan =8 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +6 Str / +8 Dex / +6 Wil Changes resistances: +9% blight Changes resistances penetration: +25% physical Disease immunity: +20% Confusion immunity: +20% Healing mod.: +20% Amulets make your neck look great! |
archmage's gold amulet of perfection (0.28 Spell / Death,0.28 Spell / Master of bones) archmage's gold amulet of perfection (0.28 Spell / Death,0.28 Spell / Master of bones)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes damage: +4% acid / +5% fire / +6% cold / +5% lightning Talent masteries: +0.28 Spell / Death +0.28 Spell / Master of bones Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
stralite amulet 'Marim' stralite amulet 'Marim'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +7 Defense: +4 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Wil Changes resistances cap: +2% all Changes damage: +6% temporal / +6% physical Physical save: +23 (+9 eff.) Light radius: +1 Combat speed: +10% Amulets make your neck look great! |
Emiba =6 dex= Emiba =6 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Dex / +2 Con Changes resistances: +36% nature Changes damage: +18% nature Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Maximum mana: +100.00 Light radius: +3 Rings make your fingers look great! |
Infernopassion the voratun ring Infernopassion the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +34% nature / +6% fire Changes damage: +17% nature Stun/Freeze immunity: +32% Life regen: +7.00 Maximum hate: +4.00 Mindpower: +30 (+11 eff.) Rings make your fingers look great! |
gold ring 'Blazeparry' =stun imm= gold ring 'Blazeparry' =stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +1 Wil / +3 Cun / +2 Con Changes resistances: +15% lightning Changes damage: +15% fire Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
gold ring 'Hanintir' =stun imm= gold ring 'Hanintir' =stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str / +4 Dex / +4 Cun Changes resistances: +6% light Stun/Freeze immunity: +31% Life regen: +5.00 Rings make your fingers look great! |
marksman's voratun ring of speed =6 dex= marksman's voratun ring of speed =6 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +11 (+3 eff.) Changes stats: +6 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite battleaxe (42-63 power, 3 apr)plaguebringer's stralite battleaxe (42-63 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): +19 blight When wielded/worn: Disease immunity: +25% Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr) =dex/cun= Swordbreaker (25-32 power, 20 apr) =dex/cun=Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. elemental voratun greatmaul of evisceration (66-99 power, 4 apr)elemental voratun greatmaul of evisceration (66-99 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. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 136 cold damage (1/turn) On weapon crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +20 (+10 eff.) Changes resistances penetration: +28% cold Changes damage: +26% cold Massive two-handed mauls. |
Isanne the elven-wood vilestaff (25-30 power, 5 apr, physical element) Isanne the elven-wood vilestaff (25-30 power, 5 apr, physical element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +6 Con Changes resistances: +15% light Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+4 eff.) Life regen: +0.80 Maximum life: +40.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +16% Light radius: +4 Healing mod.: +22% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 199.51 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of the prodigy (30-36 power, 6 apr, physical element)bloodlich's dragonbone starstaff of the prodigy (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +22 Mag / +12 Wil / +12 Cun / +6 Con Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +15.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +39.00 Maximum neg.energy: +29.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Ulugen UlugenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag / +10 Con Changes resistances: +6% lightning / +8% temporal / +5% arcane Silence immunity: +10% Infravision radius: +3 A belt that goes around your waist. |
Yvedhera =tele res= Yvedhera =tele res=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +4 Cun / +1 Wil Changes resistances: +21% acid Reduces incoming crit damage: 15.00% Stealth bonus: +8 Disarm immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary =4 dex= spiritwalker's hardened leather belt of burglary =4 dex=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +4 Cun / +8 Lck Trap disarming bonus: +7 Stealth bonus: +8 Mana each turn: +0.25 Maximum mana: +23.00 Infravision radius: +4 A belt that goes around your waist. |
Icenight the woollen robe (10 def, 6 armour) Icenight the woollen robe (10 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 cold Changes resistances: +17% physical / +9% all Changes resistances penetration: +10% cold Changes damage: +32% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Oaksweeper (6 def, 5 armour)Oaksweeper (6 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +6 (+2 eff.) Damage when hit (Melee): 2 lightning Changes stats: +14 Lck / +8 Dex Changes resistances: +6% nature Changes resistances penetration: +5% nature / +5% lightning Changes damage: +9% lightning / +15% nature Stealth bonus: +15 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Arcpierce the hardened leather gloves (0 def, 2 armour) =5 dex= Arcpierce the hardened leather gloves (0 def, 2 armour) =5 dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Changes stats: +5 Dex / +2 Mag / +5 Wil Changes resistances: +6% lightning Changes damage: +12% lightning / +15% arcane Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lavastalker the voratun gauntlets (0 def, 9 armour) Lavastalker the voratun gauntlets (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Armour: +9 Fatigue: +5% Changes stats: +10 Cun / +7 Dex Changes resistances: +6% fire Critical mult.: +11.00% Mental save: +13 (+7 eff.) Maximum life: +73.00 Spell crit. chance: +13% Mental crit. chance: +11% Light radius: +3 See invisible: +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of the nighthunter (0 def, 8 armour)heroic voratun gauntlets of the nighthunter (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +8 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +7% darkness Mental save: +9 (+5 eff.) Maximum life: +66.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Shinewarden' (0 def, 8 armour) =5 dex= voratun gauntlets 'Shinewarden' (0 def, 8 armour) =5 dex=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +7 Armour: +8 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +5 Dex Changes resistances: +6% light Changes resistances penetration: +15% temporal Changes damage: +6% temporal Physical save: +8 (+4 eff.) Mental save: +20 (+9 eff.) Disarm immunity: +34% Maximum life: +78.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Mardehir (5 def, 5 armour) =7 dex= Mardehir (5 def, 5 armour) =7 dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +5 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +7 Str / +7 Dex / +6 Con Changes resistances: +6% fire Physical save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 86.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Toranariblek the Lightpride (0 def, 5 armour)Toranariblek the Lightpride (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 light Changes stats: +3 Str / +13 Mag / +3 Con Changes resistances: +18% cold / +29% light / +20% darkness Changes resistances penetration: +15% acid Reduces incoming crit damage: 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrekor the Rimeparry (0 def, 6 armour) =7 dex= Unrekor the Rimeparry (0 def, 6 armour) =7 dex=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Str / +7 Dex / +4 Cun / +3 Con Changes resistances: +6% blight / +9% cold Changes damage: +18% blight / +3% cold Infravision radius: +1 A cap made of leather. |
dragonslayer's drakeskin leather cap of the bounder (0 def, 5 armour) =6 dex= dragonslayer's drakeskin leather cap of the bounder (0 def, 5 armour) =6 dex=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +6 Dex Changes resistances: +9% acid / +5% fire / +8% lightning / +8% cold It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 86.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of knowledge (3 def, 0 armour)elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +3 Wil Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of implacability (5 def, 20 armour)searing voratun mail armour of implacability (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +5% Damage (Melee): 15 acid / 20 fire Damage when hit (Melee): 15 acid / 14 fire Changes resistances: +21% acid / +28% fire Physical save: +11 (+5 eff.) A suit of armour made of mail. |
Adymina the drakeskin leather armour (20 def, 8 armour) Adymina the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Cun / +7 Wil Changes resistances: +24% cold / +3% darkness / +3% mind Changes resistances penetration: +25% mind Mental save: +19 (+9 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour of the deep (20 def, 11 armour)troll-hide drakeskin leather armour of the deep (20 def, 11 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +12% acid / +8% cold Allows you to breathe in: water Life regen: +6.50 Maximum life: +60.00 Healing mod.: +14% A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
agate 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. |
789 alchemist agate 789 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. |
onyx 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 Azurite 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashraven (dig speed 18 turns) =dig= Flashraven (dig speed 18 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% mind / +3% temporal Changes resistances penetration: +20% light Mental save: +3 (+2 eff.) Blindness immunity: +20% Maximum life: +21.00 Maximum stamina: +16.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 64 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
This item will automatically be transmogrified when you leave the level. watchleader's dwarven lantern of corpselightwatchleader's dwarven lantern of corpselight Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% blight / +11% darkness Blindness immunity: +33% Confusion immunity: +19% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +9 Infravision radius: +5 See stealth: +22 See invisible: +22 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 5.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) =anti-heal= Rod of Entropy (1/1) =anti-heal=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 139% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Burning Star =scout= Burning Star =scout=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kabeldi the Shalore Necromancer level 32
76th Haze 122nd year of Ascendancy at 10:56 see stats
By Kabeldi the Shalore Necromancer level 29
71st Haze 122nd year of Ascendancy at 00:34 see stats
By Kabeldi the Shalore Necromancer level 37
34th Regrowth 123rd year of Ascendancy at 09:50 see stats
By Kabeldi the Shalore Necromancer level 45
36th Pyre 123rd year of Ascendancy at 14:46 see stats
By Kabeldi the Shalore Necromancer level 46
47th Pyre 123rd year of Ascendancy at 17:12 see stats
By Kabeldi the Shalore Necromancer level 43
28th Pyre 123rd year of Ascendancy at 11:22 see stats
By Kabeldi the Shalore Necromancer level 33
2nd Decay 122nd year of Ascendancy at 20:00 see stats
By Kabeldi the Shalore Necromancer level 39
49th Regrowth 123rd year of Ascendancy at 10:14 see stats
By Kabeldi the Shalore Necromancer level 43
20th Pyre 123rd year of Ascendancy at 03:58 see stats
By Kabeldi the Shalore Necromancer level 34
4th Decay 122nd year of Ascendancy at 10:05 see stats
By Kabeldi the Shalore Necromancer level 31
74th Haze 122nd year of Ascendancy at 06:29 see stats
By Kabeldi the Shalore Necromancer level 35
4th Allure 123rd year of Ascendancy at 23:16 see stats
By Kabeldi the Shalore Necromancer level 20
30th Dusk 122nd year of Ascendancy at 23:06 see stats
By Kabeldi the Shalore Necromancer level 48
67th Pyre 123rd year of Ascendancy at 15:52 see stats
By Kabeldi the Shalore Necromancer level 23
35th Dusk 122nd year of Ascendancy at 02:16 see stats
By Kabeldi the Shalore Necromancer level 47
48th Pyre 123rd year of Ascendancy at 04:25 see stats
By Kabeldi the Shalore Necromancer level 10
6th Mirth 122nd year of Ascendancy at 15:06 see stats
By Kabeldi the Shalore Necromancer level 20
27th Dusk 122nd year of Ascendancy at 20:36 see stats
By Kabeldi the Shalore Necromancer level 30
71st Haze 122nd year of Ascendancy at 00:34 see stats
By Kabeldi the Shalore Necromancer level 40
57th Regrowth 123rd year of Ascendancy at 06:32 see stats
By Kabeldi the Shalore Necromancer level 23
48th Dusk 122nd year of Ascendancy at 00:09 see stats
By Kabeldi the Shalore Necromancer level 34
4th Decay 122nd year of Ascendancy at 06:22 see stats
By Kabeldi the Shalore Necromancer level 19
26th Dusk 122nd year of Ascendancy at 09:19 see stats
By Kabeldi the Shalore Necromancer level 43
23rd Pyre 123rd year of Ascendancy at 02:10 see stats
By Kabeldi the Shalore Necromancer level 18
24th Dusk 122nd year of Ascendancy at 12:24 see stats
By Kabeldi the Shalore Necromancer level 6
1st Mirth 122nd year of Ascendancy at 21:21 see stats
By Kabeldi the Shalore Necromancer level 22
33rd Dusk 122nd year of Ascendancy at 11:27 see stats
By Kabeldi the Shalore Necromancer level 15
4th Flare 122nd year of Ascendancy at 14:59 see stats
By Kabeldi the Shalore Necromancer level 29
70th Haze 122nd year of Ascendancy at 09:56 see stats
Log
Beluldatira the vampire lord uses Summon.
Beluldatira the vampire lord summons Lesser vampire!
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior can not be healed this way!
Risen Ghoul performs a diseased attack against armoured skeleton warrior.
Risen Ghoul uses Stun.
Armoured skeleton warrior is stunned!
Melee retaliation hits Risen Ghoul for 17 acid, 10 fire (27 total damage).
Armoured skeleton warrior hits Risen Ghoul for 223 physical, 50 blight (273 total damage).
Risen Ghoul hits Armoured skeleton warrior for 36 physical damage.
Risen Ghoul hits Armoured skeleton warrior for 38 physical damage.
Orc necromancer's desolate waste area effect hits Armoured skeleton warrior for 22 cold damage.
Orc necromancer's desolate waste area effect hits Armoured skeleton warrior for 17 cold damage.
Orc necromancer's desolate waste area effect hits Lord of Skulls (archer) for 29 cold damage.
Ghast receives 96 healing from Ghoul's purging blight area effect.
Risen Ghoul receives 99 healing from Ghoul's purging blight area effect.
Ghast receives 96 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 74 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Kabeldi for 37 blight damage.
Armoured skeleton warrior receives 37 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 41 healing from Ghoul's purging blight area effect.
Risen Ghoul receives 55 healing from Ghoul's purging blight area effect.
Risen Ghoul receives 110 healing from Ghoul's purging blight area effect.
Lord of Skulls (archer)'s Shoot hits Risen Ghoul for 260 physical, 48 darkness (308 total damage).
Ivita the orc assassin casts Freeze.
Ivita the orc assassin roars triumphantly.
Ivita the orc assassin hits Kabeldi for 509 cold damage.
Kabeldi the level 48 shalore necromancer was frozen to death by Ivita the orc assassin on level 1 of Vor Pride.