









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 29 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Poraselle the snow giant at level 29 on the 23rd Haze 122nd year of Ascendancy at 13:44 / 1 |
Primary Stats
| Strength | 44 (base 18) |
| Dexterity | 27 (base 11) |
| Constitution | 40 (base 13) |
| Magic | 74 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 52 (base 44) |
Resources
| Life | -41/1031 |
| Mana | 163/283 |
| Vim | 21/310 |
| Healing Factor | 1.3422297605397 |
| Regeneration | 15.100084806072 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +67% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 50 |
| Crit Chance | 31% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 89 |
| Accuracy | 50 |
| Crit Chance | 29% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +11% |
| Temporal | +9% |
| Blight | +6% |
| Nature | +11% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +55% |
| Lightning | +52% |
| Cold | +38% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 36 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 42%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 34%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 37% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| 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 36 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Zubilratha the temporal stalker. Escort: lost sun paladin (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 20. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You 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
| On feet | Salubremira (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +7 Lck / +5 Dex Changes resistances: +9% lightning / +8% temporal / +12% nature / +5% arcane Stealth bonus: +7 Spell save: +3 (+2 eff.) Stamina each turn: +0.40 Maximum life: +35.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | brass lantern 'Frigidraze'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold Physical save: +3 (+1 eff.) Blindness immunity: +20% Disease immunity: +20% Life regen: +4.00 Maximum life: +63.00 Light radius: +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. |
| On head | dwarven-steel helm 'Floevengeance' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 cold Changes stats: +9 Str / +5 Dex / +1 Con Changes resistances: +8% fire / +3% mind / +13% cold Changes damage: +3% cold Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 173.1 Physical damage. If the attack hits, the target is confused (33% 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. |
| On hands | Xanobrewyn (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Armour: +2 Changes stats: +2 Con Changes resistances penetration: +10% temporal Physical save: +12 (+4 eff.) Life regen: +3.50 Stamina each turn: +3.60 Psi each turn: +0.27 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. |
| Tool | Erurochak the Flashdare [power 188] (10/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% acid Changes damage: +6% acid It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Gain a 17% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Ichorqueen'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Physical power: +15 (+3 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 8 nature Changes stats: +4 Mag Changes resistances: +3% nature Spell save: +8 (+4 eff.) Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +27.00 Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold ring 'Salith' =DEF 20=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+3 eff.) Defense: +20 (+6 eff.) Fatigue: -6% Changes stats: +5 Cun / +5 Wil Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +25 Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | wanderer's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con Blindness immunity: +17% Life regen: +2.00 Stamina each turn: +0.60 Infravision radius: +4 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets make your neck look great! |
| In main hand | dwarven-steel longsword 'Islawen' (26-36 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +8 lightning / +29 cold When wielded/worn: Changes resistances penetration: +14% lightning / +6% cold Changes damage: +6% blight Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+3 eff.) Movement speed: +23% Sharp, long, and deadly. |
| Around waist | StarruptureCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% fire / +5% cold Cut immunity: +20% Only die when reaching: -20.00 life Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | dwarven-steel mace 'Porabeth' (36-51 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +29 lightning / +6 cold When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Changes resistances: +6% temporal Changes resistances penetration: +13% lightning / +7% cold / +20% temporal Changes damage: +9% temporal Critical mult.: +17.00% Movement speed: +24% Blunt and deadly. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +20% darkness / +13% temporal Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Cyriba' (0 def, 0 armour) =Good Robe=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +5% blight / +10% mind / +16% nature / +9% all Changes damage: +11% nature Physical save: +12 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +26 (+9 eff.) Life regen: +1.50 Mana when firing critical spell: +2.00 Maximum life: +53.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +1% Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 4; phase 15; cd 16)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: 16 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 15%, your defense is increased by 15 and all your resistances by 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. |
blink rune of the warrior (range 4; phase 16; cd 14)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: 14 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 67; cd 16)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: 16 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 67 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. 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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Blindness immunity: +12% Pinning immunity: +20% Knockback immunity: +20% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
KindlegloryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes damage: +3% fire Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Light radius: +2 See invisible: +3 Rings make your fingers look great! |
Samitovor the StarreekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 4 light Changes resistances: +22% fire / +3% light / +9% cold Changes damage: +3% light / +11% fire Light radius: +1 Rings make your fingers look great! |
WildwendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +5 Dex / +2 Wil Reduces incoming crit damage: 5.00% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Infravision radius: +1 Rings make your fingers look great! |
Yviwen the BrightpythonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +22% lightning / +9% mind Changes resistances penetration: +15% mind Changes damage: +11% lightning / +6% fire / +3% mind Rings make your fingers look great! |
conjurer's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 12 light Changes stats: +5 Wil / +7 Mag Changes damage: +13% light Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
copper ring 'Emisera'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Con Changes resistances: +5% arcane Spell save: +6 (+3 eff.) Silence immunity: +21% Mana each turn: +0.13 Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
steel ring 'Scorchworm'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% blight / +12% fire / +26% light Changes damage: +13% light / +12% blight Light radius: +2 Rings make your fingers look great! |
steel ring 'Ulfokalthorab'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +3 Wil Changes resistances: +6% mind Mental save: +10 (+4 eff.) Disarm immunity: +24% Pinning immunity: +28% Knockback immunity: +22% Maximum life: +20.00 Maximum hate: +2.00 Rings make your fingers look great! |
steel ring 'Uloromidir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Only die when reaching: -20.00 life Maximum mana: +40.00 Maximum stamina: +30.00 Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +4 (+1 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Pitchdare the elm longbow Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +12 fire / +8 light / +9 cold Damage (radius 1) on hit: +12 darkness When wielded/worn: Effects on ranged hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +9% light Changes damage: +12% cold Longbows are used to shoot arrows at your foes. |
Poluna the Healjam (22-32 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 cold Damage (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Physical power: +9 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +3 Con Changes resistances: +6% nature Changes resistances penetration: +20% nature / +17% physical Changes damage: +3% nature Disarm immunity: +15% Sharp, long, and deadly. |
steel longsword 'Blindrage' (14-19 power, 3 apr) =CON 8=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Con / +5 Wil Changes resistances penetration: +20% light Changes damage: +27% light / +9% nature Maximum life: +20.00 Light radius: +3 Sharp, long, and deadly. |
Hellwish the dwarven-steel mace (32-46 power, 4 apr) =CON 5=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +2 Cun / +5 Con Changes resistances: +9% mind / +9% fire Light radius: +3 Blunt and deadly. |
dwarven-steel mace 'Blazeblur' (30-41 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 2 light Changes stats: +6 Str Changes resistances: +9% light / +9% nature Changes resistances penetration: +10% light / +10% mind Changes damage: +3% light / +8% physical Blunt and deadly. |
EmygathaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% acid Changes resistances penetration: +20% acid Critical mult.: +10.00% Life regen: +2.10 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Healing mod.: +15% A belt that goes around your waist. |
Poledabeth the hardened leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +12 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Dex / +7 Cun / +7 Lck Changes resistances penetration: +15% blight Trap disarming bonus: +10 Stealth bonus: +12 Spell save: +7 (+4 eff.) Mental crit. chance: +1% Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Maladar (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Dex / +1 Wil / +2 Cun Physical save: +12 (+4 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeredarakira the Jetrot (20 def, 3 armour) =Phase 15 Confusion 20=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+6 eff.) Fatigue: -6% Changes resistances: +6% darkness Maximum encumbrance: +20 Physical save: +9 (+3 eff.) Disease immunity: +20% Confusion immunity: +20% Life regen: +4.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Burnbore (0 def, 1 armour) =BLIGHT RES PEN 25=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 fire Changes stats: +5 Lck / +4 Dex Changes resistances: +9% fire Changes resistances penetration: +25% blight / +5% cold / +5% fire Stealth bonus: +5 A pair of boots made of leather. |
Ulfurak (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +5 Fatigue: +2% Changes resistances: +6% acid / +3% light Changes resistances penetration: +5% physical Changes damage: +12% physical Life regen: +3.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubovea the Scabraider (0 def, 4 armour) =Phase 15=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 2 nature Changes resistances: +12% temporal / +6% nature / +9% cold Changes damage: +6% nature Spellpower: +8 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Fogcrypt' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% mind / +3% temporal Changes resistances penetration: +10% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Camasus (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Str / +5 Dex Changes resistances: +4% physical Life regen: +4.00 Only die when reaching: -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Isyrin the Dazzlewinter (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +5% arcane / +3% cold / +18% nature / +6% light Life regen: +4.00 Stamina each turn: +1.40 Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Zanymakhad the Cracklejam (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +4 Mag / +4 Cun Changes resistances: +6% fire / +5% darkness / +12% temporal Changes resistances penetration: +25% lightning 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 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Hydunagrim' (0 def, 1 armour) =PHASE 15=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes stats: +4 Cun Changes resistances: +6% lightning / +3% light / +5% arcane Changes damage: +4% lightning Disarm immunity: +10% Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
steady dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) =TRACK=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +7% darkness Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Infravision radius: +3 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 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Grinusalamas the iron helm (0 def, 3 armour) =STUN 10=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Mag Changes resistances: +8% lightning / +6% temporal Spell save: +3 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hailmight the rough leather cap (0 def, 1 armour) =DEX 12=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +12 Dex / +1 Mag / +2 Con Changes resistances: +6% cold A cap made of leather. |
Salyriath the Cloudrock (0 def, 1 armour) =WATER=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun Changes resistances: +6% cold Changes resistances penetration: +10% lightning Allows you to breathe in: water Reduces incoming crit damage: 5.00% Infravision radius: +1 A cap made of leather. |
Ulfezor the iron helm (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 Str / +2 Dex / +4 Wil / +1 Cun / +1 Con Reduces incoming crit damage: 10.00% See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanilravea the cured leather armour (21 def, 11 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +21 (+7 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +1 Dex Changes resistances: +17% physical / +6% light / +14% fire / +6% mind / +19% cold Mental save: +31 (+11 eff.) A suit of armour made of leather. |
cured leather armour 'Issuzor' (15 def, 7 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +15 (+5 eff.) Fatigue: +7% Changes stats: +3 Str / +6 Dex / +5 Mag / +4 Wil / +10 Cun Changes resistances: +17% acid / +6% blight Spell save: +6 (+3 eff.) Maximum life: +35.00 A suit of armour made of leather. |
4 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. |
219 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. |
6 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. |
7 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Isorille (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Cun Changes resistances: +3% temporal Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Bethirin the alchemist's lamp =GREEAT LANTERN=Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes stats: +3 Wil / +5 Mag Changes resistances: +7% fire Blindness immunity: +29% Confusion immunity: +16% Equilibrium when hit: +0.08 Maximum psi: +30.00 Spellpower: +7 (+2 eff.) Light radius: +10 See stealth: +17 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Boltglamour'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 11 fire Changes resistances: +6% lightning / +6% fire / +3% nature Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +3% mind Light radius: +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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
3 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
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. |
Elumivea [power 194] (10/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +10% arcane Changes damage: +9% blight Critical mult.: +20.00% Spell crit. chance: +2% Damage Shield penetration: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pyrejam the ash wand of shielding [power 182] (10/20 cooldown) =Blight Pen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Changes resistances: +6% blight / +1% physical Changes resistances penetration: +10% blight / +5% fire Maximum stamina: +30.00 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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. |
5 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Typhus the Ghoul Reaver level 28
18th Haze 122nd year of Ascendancy at 15:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Typhus the Ghoul Reaver level 22
78th Dusk 122nd year of Ascendancy at 18:05 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Typhus the Ghoul Reaver level 28
14th Haze 122nd year of Ascendancy at 10:37 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Typhus the Ghoul Reaver level 28
18th Haze 122nd year of Ascendancy at 14:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Typhus the Ghoul Reaver level 10
5th Flare 122nd year of Ascendancy at 12:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Typhus the Ghoul Reaver level 20
56th Dusk 122nd year of Ascendancy at 08:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Typhus the Ghoul Reaver level 8
3rd Summertide 122nd year of Ascendancy at 11:15 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Typhus the Ghoul Reaver level 28
18th Haze 122nd year of Ascendancy at 15:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Typhus the Ghoul Reaver level 16
12nd Dusk 122nd year of Ascendancy at 10:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Typhus the Ghoul Reaver level 22
79th Dusk 122nd year of Ascendancy at 06:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Typhus the Ghoul Reaver level 15
8th Dusk 122nd year of Ascendancy at 00:53 see stats
Log
Rotting Disease from Typhus hits Poraselle the snow giant for 27 blight damage.
Poraselle the snow giant receives 52 healing from Temporal Restoration Field.
Zubilratha the temporal stalker throws two quick punches.
Zubilratha the temporal stalker uses Reproach.
Zubilratha the temporal stalker misses Typhus.
Melee retaliation hits Zubilratha the temporal stalker for (6 flat reduction), 0 light, (6 flat reduction), 0 nature, (6 flat reduction), 0 cold (0 total damage).
Zubilratha the temporal stalker hits Typhus for 94 physical, 8 mind, 9 darkness, 81 mind (192 total damage).
Poraselle the snow giant casts Lightning.
Typhus seems more focused.
Talent Gnaw is ready to use.
Poraselle the snow giant hits Typhus for 123 lightning damage.
LIFE LOST WARNING!
Typhus casts Catalepsy.
Diseases BURN THROUGH Poraselle the snow giant!
Poraselle the snow giant is free from the rotting disease.
Poraselle the snow giant is stunned!
Typhus misses Zubilratha the temporal stalker.
Typhus has been set up!
Zubilratha the temporal stalker misses Typhus.
Typhus misses Zubilratha the temporal stalker.
Typhus hits Poraselle the snow giant for 159 blight damage.
The fabric of time around Poraselle the snow giant returns to normal.
Acid Splash from Typhus hits Zubilratha the temporal stalker for (8 flat reduction), 0 acid (0 total damage).
Zubilratha the temporal stalker performs a melee critical strike against Typhus!
Melee retaliation hits Zubilratha the temporal stalker for (6 flat reduction), 0 light, (6 flat reduction), 0 nature, (6 flat reduction), 0 cold (0 total damage).
Zubilratha the temporal stalker hits Typhus for 91 physical, 6 mind, 7 darkness (104 total damage).
Poraselle the snow giant casts Flame.
Poraselle the snow giant hits Typhus for 26 fire damage.
Typhus the level 29 ghoul reaver was blazed to death by Poraselle the snow giant on level 2 of Daikara.





































































































