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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 17 / 49% |
Size | medium |
Lifes / Deaths | Killed by Emelirinor the mean looking elven guard at level 17 on the 51st Haze 122nd year of Ascendancy at 11:56 4 / 1 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 13 (base 12) |
Constitution | 22 (base 12) |
Magic | 48 (base 44) |
Willpower | 25 (base 20) |
Cunning | 27 (base 22) |
Resources
Mana | 291/291 |
Psi | 226/226 |
Vim | 164/164 |
Life | 265/265 |
Paradox | 300 |
Stamina | 186/186 |
Soul | 10/10 |
Healing Factor | 1.4224166372473 |
Regeneration | 8.8901039827954 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +92.003715697221% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 36 |
Accuracy | 32 |
Crit Chance | 13% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 32 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Fire | +35% |
Darkness | +6% |
Light | +10% |
Nature | +5% |
Cold | +10% |
Physical | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 14 (45%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 7 |
Physical Save | 33.6 |
Spell Save | 31.2 |
Mental Save | 32 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Darkness | + 17%( 70%) |
Light | + 16%( 70%) |
Physical | + 6%( 70%) |
Mind | + 3%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 10% |
Bleed Resistance | 100% |
Stun Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Beyond the Flesh |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by crimson crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | 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). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Psionic focus | potent ash magestaff of illumination (19-23 power, 3 apr, fire element) potent ash magestaff of illumination (19-23 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Changes damage: +19% fire Talent granted: +1 Command Staff Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Light radius: +3 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 99.11 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. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Light source | brass lantern 'Zanedas' brass lantern 'Zanedas'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +3 Cun Physical save: +6 (+2 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap of sanctity (0 def, 1 armour) rough leather cap of sanctity (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% blight / +6% darkness Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
On feet | pair of rough leather boots 'Elolratira' (0 def, 1 armour) pair of rough leather boots 'Elolratira' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +15 (+5 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances penetration: +5% physical Changes damage: +6% physical Life regen: +1.00 Healing mod.: +11% A pair of boots made of leather. |
Tool | Duvidar the iron pickaxe (dig speed 40 turns) Duvidar the iron pickaxe (dig speed 40 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes damage: +3% mind Critical mult.: +5.00% Spell save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Maximum mana: +20.00 Maximum hate: +6.00 Spell crit. chance: +4% Mental crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of frost (+20%) warrior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
On fingers | Shinelash ShinelashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% light Changes damage: +3% light / +6% fire Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
Around neck | copper amulet of the eclipse copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 16% * 6% chance to blind Changes damage: +7% light / +6% darkness Amulets make your neck look great! |
In main hand | magewarrior's short elm magestaff of fate (10-12 power, 2 apr, fire element) magewarrior's short elm magestaff of fate (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Earanik EaranikInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +18% acid / +5% arcane / +3% mind Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +10% Mindpower: +4 (+2 eff.) Healing mod.: +10% A belt that goes around your waist. |
In off hand | hateful steel dagger of amnesia (12-16 power, 6 apr) hateful steel dagger of amnesia (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +8 darkness Damage against: +7% Living Sharp, short and deadly. |
Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tidestun the rough leather armour (13 def, 2 armour) Tidestun the rough leather armour (13 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +13 (+7 eff.) Fatigue: +6% Changes resistances: +9% cold / +10% light / +11% darkness Mental save: +9 (+4 eff.) Confusion immunity: +20% Knockback immunity: +10% Life regen: +4.00 A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; lightning, physical, light, fire, arcane) Prismatic Rune (6 turns; lightning, physical, light, fire, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 light, 3 fire, 5 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 12; cd 12) blink rune (range 4; phase 12; 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: 4 Cooldown: 12 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
manasurge rune of the psychic (regen 768% over 10 turns; mana 38; cd 12) manasurge rune of the psychic (regen 768% over 10 turns; mana 38; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 768% for 10 turns (19 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 17) shatter afflictions rune (absorb 20; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 45; cd 12) shatter afflictions rune of the psychic (absorb 45; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the sneak (absorb 60; cd 22)shatter afflictions rune of the sneak (absorb 60; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 92; dur 5; cd 16) shielding rune (absorb 92; dur 5; 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 92 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune of the psychic (absorb 159; dur 4; cd 17)shielding rune of the psychic (absorb 159; dur 4; cd 17) 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: 17 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 159 damage for 4 turns. Its effects scale with your Willpower 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 wizard (absorb 295; dur 4; cd 18) shielding rune of the wizard (absorb 295; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 4 turns. 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. |
Manytofast the Frostreek Manytofast the FrostreekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +3 Wil Changes resistances penetration: +10% cold Amulets make your neck look great! |
cleansing copper amulet of dexterity (+2) cleansing copper amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +13% nature / +11% blight Poison immunity: +21% Disease immunity: +21% Amulets make your neck look great! |
copper amulet 'Halador' copper amulet 'Halador'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Changes resistances: +9% lightning / +11% mind / +5% arcane Changes damage: +9% acid Critical mult.: +15.00% Confusion immunity: +22% Amulets make your neck look great! |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
copper amulet of mastery (0.11 Technique / Marksmanship) copper amulet of mastery (0.11 Technique / Marksmanship)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Technique / Marksmanship Amulets make your neck look great! |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
insulating steel amulet of mastery (0.10 Spell / Aegis) insulating steel amulet of mastery (0.10 Spell / Aegis)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +11% cold Talent mastery: +0.10 Spell / Aegis Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
warrior's steel amulet of mastery (0.11 Spell / Fire) warrior's steel amulet of mastery (0.11 Spell / Fire)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.11 Spell / Fire Stamina each turn: +0.40 Amulets make your neck look great! |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! |
Cloudsever the iron dagger (10-12 power, 5 apr) Cloudsever the iron dagger (10-12 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +5 (+3 eff.) Changes stats: +1 Mag Changes resistances: +3% temporal Blindness immunity: +20% Disarm immunity: +20% Sharp, short and deadly. |
iron dagger 'Oakhash' (11-14 power, 5 apr) iron dagger 'Oakhash' (11-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 1) on hit: +16 cold When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +3% blight Cut immunity: +10% Life regen: +4.00 Healing mod.: +5% Sharp, short and deadly. |
throat-seeking elm longbow of enduring throat-seeking elm longbow of enduringRequires: - Dexterity 11 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 On weapon crit: * silences the target Damage (Ranged): +9 nature When wielded/worn: Changes stats: +8 Con / +9 Wil Changes resistances penetration: +9% nature Maximum life: +21.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of erosion (26-36 power, 4 apr)balanced dwarven-steel longsword of erosion (26-36 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Splendourburst the steel mace (18-24 power, 3 apr)Splendourburst the steel mace (18-24 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 17.5 - 24.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +14 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances penetration: +20% light / +9% physical Changes damage: +6% light Disarm immunity: +17% Light radius: +2 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic steel mace (14-20 power, 3 apr)caustic steel mace (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +8 acid / +9 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% acid / +7% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace 'Xanomira' (12-18 power, 2 apr)iron mace 'Xanomira' (12-18 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +5% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +1 Dex / +2 Cun / +1 Con Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% See invisible: +12 Blunt and deadly. |
Scorchwish the mossy mindstar (2-3 power, 12 apr, mind damage) Scorchwish the mossy mindstar (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes damage: +3% darkness Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Tarrirand the Flashstinger (4-4 power, 12 apr, nature damage) Tarrirand the Flashstinger (4-4 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +15 (+8 eff.) Physical power: +20 (+7 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +1 Con Changes damage: +3% lightning Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (15-18 power, 3 apr, lightning element)ash magestaff of might (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of illumination (15-18 power, 3 apr, cold element)shimmering ash magestaff of illumination (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area and deals 73.60 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. stormbringer's iron waraxe (12-16 power, 2 apr)stormbringer's iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +5 lightning / +5 cold When wielded/worn: Changes resistances penetration: +5% lightning / +5% cold Movement speed: +25% One-handed war axes. |
Daimyroddavor the Quenchstalker Daimyroddavor the QuenchstalkerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% mind Physical save: +6 (+2 eff.) Teleport immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Morbusmoon MorbusmoonCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% * 10% chance to reduce damage dealt by 16% Changes stats: +3 Wil Changes resistances: +6% fire / +6% cold Light radius: +1 See invisible: +12 A belt that goes around your waist. |
Thunderpower ThunderpowerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +20% darkness / +15% lightning A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Yvoba (1 def, 0 armour) Yvoba (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +3 Wil Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of darkness (+16%) (0 def, 0 armour)mindwoven woollen robe of darkness (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% darkness / +9% all Changes damage: +11% darkness Mental save: +18 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of nature (+21%) (0 def, 0 armour)spellwoven woollen robe of nature (+21%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% nature / +9% all Changes damage: +14% nature Spell save: +17 (+6 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balanceminister the pair of iron boots (0 def, 3 armour) Balanceminister the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 nature Changes stats: +3 Wil / +1 Mag Changes resistances: +6% fire / +6% cold Mana when firing critical spell: +2.00 Maximum mana: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ereloramnir the Chargeream (5 def, 3 armour) Ereloramnir the Chargeream (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Fatigue: -3% Changes damage: +12% lightning Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Mental save: +12 (+6 eff.) Disarm immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulivor the Umbraenvy (5 def, 1 armour) Fulivor the Umbraenvy (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+3 eff.) Damage when hit (Melee): 6 darkness Changes stats: +6 Lck / +4 Dex Changes resistances: +6% lightning / +6% temporal Stealth bonus: +6 Mental save: +12 (+6 eff.) A pair of boots made of leather. |
Ivyra (0 def, 1 armour) Ivyra (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Cun / +3 Con Changes damage: +9% acid Maximum hate: +2.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +1% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of tirelessness (0 def, 1 armour)grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
pair of rough leather boots 'Silanor' (0 def, 2 armour) pair of rough leather boots 'Silanor' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +2 Changes stats: +4 Con Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour)pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +14.00 A pair of boots made of leather. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +7 (+3 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% 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. |
umbral hardened leather gloves of strength (+2) (0 def, 2 armour) umbral hardened leather gloves of strength (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +7% darkness Changes damage: +5% darkness 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. |
Xymima (1 def, 0 armour) Xymima (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +18% darkness Changes resistances penetration: +5% arcane Changes damage: +12% darkness / +6% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm of constitution (+2) (0 def, 3 armour)iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con 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. iron helm of dexterity (+3) (0 def, 3 armour)iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex 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. linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Velysena' (6 def, 0 armour) linen wizard hat 'Velysena' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +3% acid / +11% physical Changes damage: +11% physical Reduces incoming crit damage: 15.00% Poison immunity: +10% Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid Changes damage: +11% acid Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
rough leather cap 'Chalydas' (0 def, 1 armour) rough leather cap 'Chalydas' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 32% Changes stats: +4 Cun / +1 Wil Changes resistances: +6% acid Physical save: +10 (+4 eff.) Equilibrium when hit: +0.04 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap 'Freezevalor' (0 def, 1 armour)rough leather cap 'Freezevalor' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +20% cold Mental save: +12 (+6 eff.) Mindpower: +25 (+12 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron mail armour of Eyal (2 def, 4 armour)iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Maximum life: +28.00 Healing mod.: +11% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating iron mail armour (2 def, 4 armour)rejuvenating iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour of Eyal (2 def, 6 armour)rejuvenating steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +5.40 Stamina each turn: +0.80 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of the deep (4 def, 10 armour)stralite mail armour of the deep (4 def, 10 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Guth (3 def, 2 armour)Guth (3 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +1 Wil Changes resistances: +6% mind Changes damage: +27% mind Mental save: +11 (+5 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +1% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. shocking steel shield of cold resistance (+17%) (0 def, 4 armour, 12-14 power, 41 block)shocking steel shield of cold resistance (+17%) (0 def, 4 armour, 12-14 power, 41 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 12 lightning Damage when hit (Melee): 1 lightning Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 18-21 power, 39 block)shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 18-21 power, 39 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 12 lightning Damage when hit (Melee): 1 lightning Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Urthenarilen (17/41, 32-44 power, 10 apr)Urthenarilen (17/41, 32-44 power, 10 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 31.5 - 44.1 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.5% Capacity: 41 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
397 alchemist agate 397 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. |
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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayuriwen the iron pickaxe (dig speed 29 turns) Mayuriwen the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str / +1 Con Changes resistances: +1% physical Critical mult.: +15.00% Only die when reaching: -40.00 life Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Relgylarach the brass lantern Relgylarach the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% blight Mental save: +6 (+3 eff.) Silence immunity: +10% Spell crit. chance: +3% Light radius: +3 See stealth: +6 See invisible: +5 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level. Tarraneg (18/18, 16-19 power, 1 apr)Tarraneg (18/18, 16-19 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 22 On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Damage (Ranged): +16 blight Damage (radius 1) on hit: +16 arcane / +8 temporal Damage (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
innervating iron torque of mindblast [power 100] (15 cooldown) innervating iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Branorasta the Frigidtreason [power 116] (20 cooldown) Branorasta the Frigidtreason [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Con Changes damage: +9% cold Infravision radius: +1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
7 citrine 7 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By aiBlink the Ghoul Adventurer level 11
30th Dusk 122nd year of Ascendancy at 13:38 see stats
By aiBlink the Ghoul Adventurer level 10
5th Dusk 122nd year of Ascendancy at 06:01 see stats
By aiBlink the Ghoul Adventurer level 6
4th Flare 122nd year of Ascendancy at 15:35 see stats
By aiBlink the Ghoul Adventurer level 11
10th Dusk 122nd year of Ascendancy at 12:07 see stats
By aiBlink the Ghoul Adventurer level 8
10th Flare 122nd year of Ascendancy at 04:10 see stats
Log
aiBlink converts some damage to Psi!
Emelirinor the mean looking elven guard hits aiBlink for 13 to psi, 83 physical (96 total damage).
aiBlink the level 17 ghoul adventurer was pierced to death by Emelirinor the mean looking elven guard on level 3 of Rhaloren Camp.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelirinor the mean looking elven guard killed aiBlink!
Saving game...
Resting starts...
Saving done.
Talent Blink Blade is ready to use.
Talent Warp Blade is ready to use.
AiBlink activates Beyond the Flesh.
AiBlink unleashes a blast of frostdusk as he crosses the veil!
Talent Dimensional Step is ready to use.
Talent Telekinetic Smash is ready to use.
Talent Rune: Shielding is ready to use.
Talent Blade Shear is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Phase Pulse is ready to use.
Talent Spikes of Decrepitude is ready to use.
Talent Chant of Fortress is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
AiBlink activates Chant of Fortress.
Talent Eternal Suffering is ready to use.
Talent Retch is ready to use.
Talent Augmentation is ready to use.
Talent Spellcraft is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).