Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.47 |
| Addons | Items Vault 0.9.47 Stone Wardens DLC Class 0.9.47 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 28 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of Debbie Does Daikara) at level 9 on the 5th Flare 122nd year of Ascendancy at 13:13 0 / 8Killed by bloated horror at level 17 on the 21st Haze 122nd year of Ascendancy at 22:18 Killed by Celia at level 19 on the 49th Haze 122nd year of Ascendancy at 10:48 Killed by worm that walks at level 22 on the 9th Decay 122nd year of Ascendancy at 16:32 Killed by skeleton mage at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 10:56 Killed by The Master at level 24 on the 8th Regrowth 123rd year of Ascendancy at 12:42 Killed by golem (servant of Debbie Does Daikara) at level 26 on the 36th Regrowth 123rd year of Ascendancy at 15:03 Killed by Emobeth the skeleton mage at level 28 on the 40th Regrowth 123rd year of Ascendancy at 00:19 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 46 (base 46) |
| Magic | 70 (base 60) |
| Willpower | 32 (base 20) |
| Cunning | 21 (base 10) |
Resources
| Life | -68/592 |
| Mana | 349/349 |
| Paradox | 150 |
| Positive | 0/131 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 11 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 10 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.4 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Light | +19% |
| Cold | +20% |
| Physical | +5% |
| Arcane | +20% |
| Fire | +31% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 10.889042176884 (30%) |
| Defense | 31.069521088442 |
| Ranged Defense | 32.569521088442 |
| Fatigue | 0 |
| Physical Save | 23.0375 |
| Spell Save | 28.0875 |
| Mental Save | 26.0125 |
Defense: Resistances
| Darkness | + 4%( 74%) |
| Lightning | + 31%( 70%) |
| Light | + 30%( 70%) |
| Acid | + 15%( 70%) |
| Fire | + 25%( 70%) |
| Physical | + 8%( 73%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 700% over 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Infusion | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Lightning Infusion |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill you mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested, Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they loose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (reduces damage dealt by 6%). Shroud of Weakness |
| beneficial effect | The target's saves have been increased by 1. Spin Fate |
| beneficial effect | Mayhem and destruction seem to follow you. Level 3 Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -2 Luck, +5 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by orc assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 216. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * You've found the needed wretchling eyeball. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) (Misfortune) Wanderer's Rest (4 def, 0 armour) (Misfortune)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% Curse of Misfortune It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | 106 alchemist onyx 106 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Splendourwalker (15 def, 0 armour) (Nightmares) Splendourwalker (15 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +15 Changes damage: +9% light Curse of Nightmares A pointy cloth hat, very wizardly... |
| Tool | Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | conjurer's gold ring of sensing conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Mag Blindness immunity: +20% Spellpower: +5 See stealth: +11 See invisible: +7 Rings can have magical properties. |
| Around waist | Kilnbrawn (Corpses) Kilnbrawn (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +10% fire Changes damage: +6% fire Allows you to breathe in: water Curse of Corpses A belt that goes around your waist. |
| In main hand | Staff of Destruction (20-24 power, 4 apr, lightning damage) (Nightmares) Staff of Destruction (20-24 power, 4 apr, lightning damage) (Nightmares)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Lightning Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% Curse of Nightmares This unique-looking staff is carved with runes of destruction. |
| On hands | Flamewrought (0 def, 2 armour) (Shrouds) Flamewrought (0 def, 2 armour) (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Shrouds It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | woollen robe of lightning (+16%) (garnet) (0 def, 0 armour) (Misfortune) woollen robe of lightning (+16%) (garnet) (0 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +16% lightning Changes damage: +11% lightning / +6% all Spell crit. chance: +3% Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of stability (1 def, 0 armour) (Misfortune) linen cloak of stability (1 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +6 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
warrior's shielding rune (absorb 160 for 4 turns) warrior's shielding rune (absorb 160 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 160 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. warrior's teleportation rune (range 67)warrior's teleportation rune (range 67) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumberance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
copper amulet of mastery (0.10 Spell / Staff combat) copper amulet of mastery (0.10 Spell / Staff combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Staff combat Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of daylight (32.5-48.75 power, 2 apr) (Misfortune)dwarven-steel battleaxe of daylight (32.5-48.75 power, 2 apr) (Misfortune) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +8 light Damage against: +12% Undead Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of erosion (40-60 power, 2 apr) (Corpses)dwarven-steel greatmaul of erosion (40-60 power, 2 apr) (Corpses) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 nature / +12 temporal Curse of Corpses Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite greatsword (47.5-76 power, 3 apr) (Madness)slime-covered stralite greatsword (47.5-76 power, 3 apr) (Madness) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +11 slime Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel longsword (22-30.8 power, 4 apr) (Nightmares)glacial dwarven-steel longsword (22-30.8 power, 4 apr) (Nightmares) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 36% ice When wielded/worn: Armour: +11 Changes resistances penetration: +7% cold Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning dwarven-steel longsword of ruin (21.5-30.1 power, 4 apr) (Misfortune)manaburning dwarven-steel longsword of ruin (21.5-30.1 power, 4 apr) (Misfortune) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +22 manaburn When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Critical mult.: +10.00% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel mace (24-33.6 power, 4 apr) (Corpses)caustic dwarven-steel mace (24-33.6 power, 4 apr) (Corpses) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 34% acid blind When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.70 Curse of Corpses Blunt and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% Curse of Misfortune It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 23 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of frost (8-8.8 power, 24 apr, nature damage) (Corpses)nature's thorny mindstar of frost (8-8.8 power, 24 apr, nature damage) (Corpses) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 cold Changes resistances: +4% cold / +5% blight Changes resistances penetration: +2% cold Changes damage: +5% nature / +5% cold Disease immunity: +13% Mindpower: +3 Mental crit. chance: +3% Curse of Corpses 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. |
blighted ash magestaff (15-18 power, 3 apr, arcane damage) (Nightmares) blighted ash magestaff (15-18 power, 3 apr, arcane damage) (Nightmares)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: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +14.00 Spellpower: +6 Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted yew vilestaff (20-24 power, 4 apr, blight damage) (Shrouds)blighted yew vilestaff (20-24 power, 4 apr, blight damage) (Shrouds) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +12.00 Spellpower: +9 Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal yew starstaff (20-24 power, 4 apr, darkness damage) (Misfortune)ethereal yew starstaff (20-24 power, 4 apr, darkness damage) (Misfortune) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +4 Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Damage Shield penetration: +18% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of power (20-24 power, 4 apr, light damage) (Corpses) surging yew starstaff of power (20-24 power, 4 apr, light damage) (Corpses)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's yew vilestaff of projection (20-24 power, 4 apr, blight damage) (Nightmares)void walker's yew vilestaff of projection (20-24 power, 4 apr, blight damage) (Nightmares) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +7% Effect duration reduction after a teleport: +10% Curse of Nightmares It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel waraxe of the mystic (21-29.4 power, 4 apr) (Misfortune)plaguebringer's dwarven-steel waraxe of the mystic (21-29.4 power, 4 apr) (Misfortune) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +5 blight When wielded/worn: Changes stats: +3 Wil / +3 Mag Disease immunity: +16% Spellpower: +6 Curse of Misfortune One-handed war axes. |
ancient woollen robe of power (garnet) (0 def, 0 armour) (Shrouds) ancient woollen robe of power (garnet) (0 def, 0 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Mag Changes resistances: +6% temporal Changes damage: +9% physical / +9% arcane / +6% fire / +7% cold / +5% lightning / +5% acid / +7% nature / +5% blight / +7% temporal / +6% all Spellpower: +6 Spell crit. chance: +3% Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. steady hardened leather gloves (0 def, 2 armour) (Misfortune)steady hardened leather gloves (0 def, 2 armour) (Misfortune) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour: +2 Physical save: +6 Mental save: +6 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather cap of absorption (0 def, 3 armour) (Madness)grounding hardened leather cap of absorption (0 def, 3 armour) (Madness) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +8% temporal Stamina when hit: +0.80 Equilibrium when hit: +1.40 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour) (Shrouds)rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour) (Shrouds) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +16% lightning Life regen: +1.10 Stamina each turn: +1.50 Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour (3 def, 8 armour) (Madness)spiked dwarven-steel mail armour (3 def, 8 armour) (Madness) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer is hit: 12 physical Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of lightning resistance (3 def, 6 armour) (Corpses)enlightening hardened leather armour of lightning resistance (3 def, 6 armour) (Corpses) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +1 Cun / +3 Wil Changes resistances: +21% lightning Mental save: +16 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour (5 def, 19 armour) (Misfortune)impenetrable dwarven-steel plate armour (5 def, 19 armour) (Misfortune) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 Fatigue: +24% Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of cold resistance (5 def, 11 armour) (Corpses)spiked dwarven-steel plate armour of cold resistance (5 def, 11 armour) (Corpses) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when the wearer is hit: 12 physical Changes resistances: +15% cold Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of acid resistance (+17%) (8 def, 2 armour, 89 block) (Corpses)acidic dwarven-steel shield of acid resistance (+17%) (8 def, 2 armour, 89 block) (Corpses) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 acid Changes resistances: +17% acid Talent granted: +3 Block Curse of Corpses Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of harmony (8 def, 2 armour, 75.5 block) (Shrouds)dwarven-steel shield of harmony (8 def, 2 armour, 75.5 block) (Shrouds) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +3 Block Curse of Shrouds It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 18 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. manaburning quiver of elven-wood arrows of torment (14/14, 44.5-62.3 power, 14 apr)manaburning quiver of elven-wood arrows of torment (14/14, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 14 Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits(ranged): +27 manaburn When wielded/worn: Changes resistances penetration: +13% mind / +9% darkness Arrows are used with bows to pierce your foes to death. |
301 alchemist agate 301 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 onyx 2 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
9 alchemist opal 9 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
52 alchemist emerald 52 alchemist emerald0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
8 emerald 8 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Additional 0 slow damage Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
13 garnet 13 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% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. arcing pouch of stralite shots of amnesia (21/21, 45-54 power, 5 apr)arcing pouch of stralite shots of amnesia (21/21, 45-54 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits(ranged): +10 lightning Shots are used with slings to pummel your foes to death. |
4 amethyst 4 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% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
22 quartz 22 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% When used as an alchemist bomb: Additional 10 spell knockback damage Gems can be sold for money or used in arcane rituals. |
345 alchemist zircon 345 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
11 zircon 11 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Debbie Does Daikara the Cornac Alchemist level 25
28th Regrowth 123rd year of Ascendancy at 21:32 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Debbie Does Daikara the Cornac Alchemist level 13
33rd Dusk 122nd year of Ascendancy at 16:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Debbie Does Daikara the Cornac Alchemist level 27
39th Regrowth 123rd year of Ascendancy at 20:53 see stats
Exterminator
Killed 1000 creatures.By Debbie Does Daikara the Cornac Alchemist level 20
69th Haze 122nd year of Ascendancy at 11:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Debbie Does Daikara the Cornac Alchemist level 17
22nd Haze 122nd year of Ascendancy at 21:41 see stats
Level 10
Got a character to level 10.By Debbie Does Daikara the Cornac Alchemist level 10
5th Flare 122nd year of Ascendancy at 16:04 see stats
Level 20
Got a character to level 20.By Debbie Does Daikara the Cornac Alchemist level 20
69th Haze 122nd year of Ascendancy at 03:17 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Debbie Does Daikara the Cornac Alchemist level 16
11st Haze 122nd year of Ascendancy at 11:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Debbie Does Daikara the Cornac Alchemist level 15
67th Dusk 122nd year of Ascendancy at 22:54 see stats
Size matters
Did over 600 damage in one attack.By Debbie Does Daikara the Cornac Alchemist level 20
69th Haze 122nd year of Ascendancy at 12:10 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Debbie Does Daikara the Cornac Alchemist level 28
39th Regrowth 123rd year of Ascendancy at 22:10 see stats
The Arena
Unlocked Arena mode.By Debbie Does Daikara the Cornac Alchemist level 9
4th Flare 122nd year of Ascendancy at 09:01 see stats
The secret city
Discovered the truth about mages.By Debbie Does Daikara the Cornac Alchemist level 25
20th Regrowth 123rd year of Ascendancy at 18:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Debbie Does Daikara the Cornac Alchemist level 27
37th Regrowth 123rd year of Ascendancy at 05:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Debbie Does Daikara the Cornac Alchemist level 17
31st Haze 122nd year of Ascendancy at 22:26 see stats
Unstoppable
Returned from the dead.By Debbie Does Daikara the Cornac Alchemist level 26
36th Regrowth 123rd year of Ascendancy at 15:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Debbie Does Daikara the Cornac Alchemist level 24
8th Regrowth 123rd year of Ascendancy at 18:45 see stats
Log
Emobeth the skeleton mage uses Steady Shot.
Emobeth the skeleton mage performs a critical strike!
Character control switched to golem (servant of Debbie Does Daikara).
Emobeth the skeleton mage hits Debbie Does Daikara for 365 physical damage.
Emobeth the skeleton mage killed Debbie Does Daikara!
Emobeth the skeleton mage uses Flare.
Golem (servant of Debbie Does Daikara) resists the blinding light!
Emobeth the skeleton mage casts Flame.
Golem (servant of Debbie Does Daikara) is on fire!
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 51 fire, 17 fire damage (total 67.94).
Emobeth the skeleton mage casts Manathrust.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 73 arcane damage.
Emobeth the skeleton mage aims less carefully.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 17 fire damage.
Emobeth the skeleton mage uses Steady Shot.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 213 physical, 9 fire, 17 fire damage (total 237.88).
Emobeth the skeleton mage casts Flame.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 51 fire damage.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 26 fire damage.
Emobeth the skeleton mage uses Steady Shot.
Emobeth the skeleton mage hits golem (servant of Debbie Does Daikara) for 243 physical, 9 fire damage (total 251.00).
Character control switched to Debbie Does Daikara.
Saving done.
Saving done.
Saving game...
