Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Wanderer |
Level / Exp | 20 / 88% |
Size | medium |
Lifes / Deaths | Killed by Siladhewyn the gigantic corrosive tunneler at level 20 on the 5th Decay 122nd year of Ascendancy at 10:59 / 1 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 51 (base 36) |
Constitution | 26 (base 12) |
Magic | 21 (base 12) |
Willpower | 21 (base 12) |
Cunning | 22 (base 12) |
Resources
Mana | 44/269 |
Vim | 130/176 |
Life | -115/524 |
Stamina | 11/184 |
Paradox | 300 |
Healing Factor | 1.3816586254954 |
Regeneration | 5.8720491583556 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +20% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 28.531537443297 |
Offense: Mainhand
Damage | 110 |
Accuracy | 49 |
Crit Chance | 17% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 13% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Light | +10% |
Arcane | +15% |
Nature | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 45.483785018144 (87.341010863394%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 11 |
Physical Save | 45 |
Spell Save | 19 |
Mental Save | 23 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 18%( 70%) |
Physical | + 26%( 70%) |
Cold | + 26%( 70%) |
All | + 9%( 70%) |
Lightning | + 25%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 31%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 42% |
Knockback Resistance | 62% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
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 |
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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 gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Radhygen (25 def, 8 armour) =8 armor 20 stun= Radhygen (25 def, 8 armour) =8 armor 20 stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +25 (+8 eff.) Fatigue: +3% Changes resistances: +8% lightning / +8% temporal / +1% physical / +3% acid Pinning immunity: +20% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Flashripper' alchemist's lamp 'Flashripper'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Changes stats: +2 Str / +2 Dex Changes resistances penetration: +10% light Changes damage: +3% physical Maximum life: +52.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Areriara the dwarven-steel helm (10 def, 8 armour) Areriara the dwarven-steel helm (10 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +8 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +3 Wil Changes resistances: +7% blight / +1% physical Physical save: +12 (+4 eff.) Mental save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Xykira' (dig speed 30 turns) iron pickaxe 'Xykira' (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +1 Str / +2 Mag Changes resistances penetration: +15% arcane Critical mult.: +15.00% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Cyrydayama the Taintglory =20 life 10 slow= Cyrydayama the Taintglory =20 life 10 slow=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Changes resistances: +9% mind Changes resistances penetration: +5% nature Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | copper ring 'Eremyragas' =11 phys 10 shrug= copper ring 'Eremyragas' =11 phys 10 shrug=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% physical Changes damage: +11% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Maximum hate: +4.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +1% Light radius: +1 Rings make your fingers look great! |
Around waist | rough leather belt 'Brodurab' =60 dieat= rough leather belt 'Brodurab' =60 dieat=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +1 Dex Changes resistances: +3% blight / +9% lightning Changes resistances penetration: +15% acid Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour) spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Con Physical save: +15 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +25% Mana each turn: +0.18 Spellpower: +7 (+3 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +6 arcane / +7 physical Activating this item is instant. It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 28/60) : Effective talent level: 1.2 Power cost: 60 out of 28/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 77.19 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Bleakslice the steel amulet =main= Bleakslice the steel amulet =main=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +8 Dex / +9 Cun / +10 Con Changes resistances: +6% darkness / +3% temporal Blindness immunity: +15% Life regen: +4.00 Stamina each turn: +0.70 Infravision radius: +2 Sight radius: +2 See invisible: +6 Movement speed: +20% Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 149; cd 13) healing infusion of the duelist (heal 149; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 658%; cd 14) movement infusion of the warrior (speed 658%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 310; 12 cd) regeneration infusion of the sneak (heal 310; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Kydas the Blazeraven =5 mag= Kydas the Blazeraven =5 mag=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Mag / +3 Cun / +1 Con Changes resistances: +2% physical / +9% light / +6% fire Amulets make your neck look great! |
grounding copper amulet of mastery (0.10 Wild-gift / Harmony) =21 stun= grounding copper amulet of mastery (0.10 Wild-gift / Harmony) =21 stun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Wild-gift / Harmony Stun/Freeze immunity: +21% Amulets make your neck look great! |
Cracklequill the gold ring =7 wil= Cracklequill the gold ring =7 wil=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes damage: +3% lightning Mental save: +17 (+9 eff.) Confusion immunity: +27% Mental crit. chance: +3% Rings make your fingers look great! |
Gliwyn =2 cun 2 wil= Gliwyn =2 cun 2 wil=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +2 Wil Changes resistances: +3% mind Changes resistances penetration: +5% mind Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
copper ring 'Galemight' copper ring 'Galemight'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% lightning Stun/Freeze immunity: +22% Life regen: +2.00 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
copper ring 'Relgintir' =1 con= copper ring 'Relgintir' =1 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +5 Dex / +1 Con Changes resistances: +3% acid Changes damage: +6% acid Spell save: +11 (+6 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
gold ring of pilfering =8 apr= gold ring of pilfering =8 apr=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Defense: +10 (+3 eff.) 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 117% 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! |
marksman's steel ring of clarity marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +7 (+4 eff.) Confusion immunity: +22% Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. wizard's steel ringwizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of enduring (140% power, 2 apr) =10 wil 10 con, apr= truestriking dwarven-steel battleaxe of enduring (140% power, 2 apr) =10 wil 10 con, apr=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Changes stats: +10 Con / +10 Wil Changes resistances penetration: +10% physical Maximum life: +26.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of evisceration (147% power, 2 apr)hateful dwarven-steel greatsword of evisceration (147% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 darkness Damage against: +12% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Massive two-handed swords. |
thought-forged iron greatsword of massacre (127% power, 1 apr) =3 cun 2 wil= thought-forged iron greatsword of massacre (127% power, 1 apr) =3 cun 2 wil=Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 17 Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel mace of massacre (144% power, 4 apr)elemental dwarven-steel mace of massacre (144% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 144% Range: 1.4x Uses stat: 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% On weapon hit: * Create an explosion dealing 49 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +6% cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel waraxe of crippling (110% power, 3 apr)steel waraxe of crippling (110% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% One-handed war axes. |
Flowercut the hardened leather belt =5 wil 9 cun= Flowercut the hardened leather belt =5 wil 9 cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +9 Cun / +2 Con Changes resistances: +9% nature / +6% fire Changes damage: +6% nature Damage against: +23% Summoned Reduced damage from: +24% Summoned Infravision radius: +1 A belt that goes around your waist. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +20 A belt that goes around your waist. |
rough leather belt 'Bleakclamor' =6 armor= rough leather belt 'Bleakclamor' =6 armor=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +6 Damage when hit (Melee): 2 physical Changes resistances: +6% darkness Changes resistances penetration: +10% cold Changes damage: +3% darkness Spell save: +5 (+3 eff.) Maximum stamina: +10.00 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Falithad' =2 con= rough leather belt 'Falithad' =2 con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Str / +2 Con Spell save: +6 (+3 eff.) Stamina each turn: +2.00 Maximum hate: +2.00 Size category: +1 A belt that goes around your waist. |
Aloledig the Glacierkin (1 def, 0 armour) =2 con= Aloledig the Glacierkin (1 def, 0 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Wil / +5 Con Changes resistances: +9% cold Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aryrekira the cashmere cloak (2 def, 0 armour) =6 wil 8 cun= Aryrekira the cashmere cloak (2 def, 0 armour) =6 wil 8 cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +7 Dex / +6 Wil / +8 Cun Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremiziladil (0 def, 4 armour) =9 cun 6 wil= Eremiziladil (0 def, 4 armour) =9 cun 6 wil=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +9 Cun / +6 Wil Changes resistances penetration: +15% mind Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetwither (0 def, 4 armour) =20 numb 5 con 3 str 1 sz= Jetwither (0 def, 4 armour) =20 numb 5 con 3 str 1 sz=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +3 Str / +5 Con Changes resistances: +3% lightning / +3% cold / +12% darkness Changes damage: +12% darkness / +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulurab (0 def, 4 armour) =6 phys= Ulurab (0 def, 4 armour) =6 phys=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +1 Dex Changes damage: +12% mind / +6% physical Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Treeslice' (0 def, 1 armour) =onhit= pair of rough leather boots 'Treeslice' (0 def, 1 armour) =onhit=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 17 * 10% chance to slow global speed by 43% * 10% chance to reduce damage dealt by 15% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% darkness / +15% nature Changes damage: +3% mind A pair of boots made of leather. |
Arthustir the Flareblight (0 def, 2 armour) =3 cun= Arthustir the Flareblight (0 def, 2 armour) =3 cun=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Damage when hit (Melee): 4 arcane Changes stats: +3 Cun Changes resistances: +9% darkness Changes damage: +6% light / +6% fire Mana each turn: +0.24 Vim when firing critical spell: +2.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness 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 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gilatir the rough leather gloves (0 def, 3 armour) =4 con= Gilatir the rough leather gloves (0 def, 3 armour) =4 con=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Armour: +3 Changes stats: +3 Str / +4 Con Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 104% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 177.98 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Fulichik' (10 def, 4 armour) hardened leather gloves 'Fulichik' (10 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Armour: +4 Defense: +10 (+3 eff.) Damage (Melee): 5 darkness / 7 nature Changes resistances: +8% darkness / +5% nature Changes damage: +4% darkness / +4% nature Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 15% Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +5% light / +3% arcane When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Blazefiend the linen wizard hat (21 def, 2 armour) =3 cun 21 def= Blazefiend the linen wizard hat (21 def, 2 armour) =3 cun 21 def=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +21 (+7 eff.) Changes stats: +3 Cun Changes resistances penetration: +15% light Changes damage: +3% darkness Mental save: +6 (+3 eff.) Disarm immunity: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Brightquake (0 def, 4 armour)Brightquake (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 acid Changes stats: +4 Con Changes resistances: +9% fire Changes resistances penetration: +15% acid Changes damage: +9% acid / +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Choruirak (2 def, 0 armour)Choruirak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +3 Mag / +4 Cun Changes resistances: +19% lightning Changes damage: +13% lightning Reduces incoming crit damage: 15.00% See invisible: +18 A pointy cloth hat, very wizardly... |
Salemira the iron helm (0 def, 3 armour) =40 life= Salemira the iron helm (0 def, 3 armour) =40 life=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% cold / +3% fire Changes resistances penetration: +5% mind Reduces incoming crit damage: 15.00% Stamina when hit: +0.80 Equilibrium when hit: +0.80 Maximum life: +40.00 Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wildbender the rough leather cap (0 def, 1 armour) =15 phys 10 slow= Wildbender the rough leather cap (0 def, 1 armour) =15 phys 10 slow=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +1 Con Changes resistances: +1% physical Physical save: +13 (+5 eff.) Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm 'Zanador' (0 def, 4 armour)dwarven-steel helm 'Zanador' (0 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind Changes resistances: +7% blight / +1% physical / +7% nature Changes resistances penetration: +25% mind / +15% acid Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dazzlespiker' (0 def, 3 armour) =3 cun 2 con= iron helm 'Dazzlespiker' (0 def, 3 armour) =3 cun 2 con=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 / +1 Dex / +3 Cun / +2 Con Changes resistances: +3% light See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Islyrin' (1 def, 0 armour) =6 phys= linen wizard hat 'Islyrin' (1 def, 0 armour) =6 phys=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Cun / +2 Str Changes resistances: +6% fire Changes damage: +6% physical Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the depths (0 def, 1 armour) =wb= stabilizing rough leather cap of the depths (0 def, 1 armour) =wb=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +12 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (0 def, 11 armour)dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
134 alchemist agate 134 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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. |
3 opal 3 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Filthglamour (dig speed 30 turns) =4 con= Filthglamour (dig speed 30 turns) =4 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 43% Damage when hit (Melee): 6 physical Changes stats: +1 Str / +2 Cun / +4 Con Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +9 (+3 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinyyassra the Frigidreign =7 light radius= Eilinyyassra the Frigidreign =7 light radius=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +25% blight Changes damage: +15% blight Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.20 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial 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.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Velolle the brass lantern Velolle the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +20 (+7 eff.) Effects on melee hit: * 10% chance to reduce armor by 26% Changes resistances: +3% acid Changes damage: +9% physical Maximum life: +43.00 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. |
ethereal alchemist's lamp =5 mag= ethereal alchemist's lamp =5 mag=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Spellpower: +8 (+4 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One 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 (+5 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 209/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of clear mind [power 2] (8/25 cooldown) steel torque of clear mind [power 2] (8/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (8/15 cooldown) elm totem of healing [power 110] (8/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of stinging [power 344] (8/20 cooldown) supercharged yew totem of stinging [power 344] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 344 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
elm wand of shielding 'Growthshear' [power 116] (8/20 cooldown) elm wand of shielding 'Growthshear' [power 116] (8/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce armor by 26% Damage when hit (Melee): 2 acid Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +3% nature It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * 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. |
This item will automatically be transmogrified when you leave the level. evasive yew wand of conjuration [power 225] (8/15 cooldown)evasive yew wand of conjuration [power 225] (8/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 225 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
6 citrine 6 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Chaos Undivided the Shalore Wanderer level 20
4th Decay 122nd year of Ascendancy at 10:11 see stats
By Chaos Undivided the Shalore Wanderer level 11
1st Dusk 122nd year of Ascendancy at 01:55 see stats
By Chaos Undivided the Shalore Wanderer level 20
3rd Decay 122nd year of Ascendancy at 22:29 see stats
By Chaos Undivided the Shalore Wanderer level 10
8th Mirth 122nd year of Ascendancy at 13:04 see stats
By Chaos Undivided the Shalore Wanderer level 20
1st Decay 122nd year of Ascendancy at 20:16 see stats
By Chaos Undivided the Shalore Wanderer level 19
4th Haze 122nd year of Ascendancy at 08:09 see stats
By Chaos Undivided the Shalore Wanderer level 9
7th Mirth 122nd year of Ascendancy at 01:03 see stats
By Chaos Undivided the Shalore Wanderer level 19
57th Haze 122nd year of Ascendancy at 16:16 see stats
By Chaos Undivided the Shalore Wanderer level 10
1st Summertide 122nd year of Ascendancy at 19:29 see stats
By Chaos Undivided the Shalore Wanderer level 17
68th Dusk 122nd year of Ascendancy at 18:53 see stats
Log
Siladhewyn the gigantic corrosive tunneler resists the punch!
Siladhewyn the gigantic corrosive tunneler uses Skullcracker.
Chaos Undivided wanders around!
Chaos Undivided hits Siladhewyn the gigantic corrosive tunneler for 30 physical damage.
Melee retaliation hits Siladhewyn the gigantic corrosive tunneler for 0 acid damage.
Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for (57 absorbed), 0 physical (0 total damage).
Chaos Undivided receives 27 healing from Temporal Restoration Field.
Acid Splash from Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for (1 absorbed), 0 acid (0 total damage).
Chaos Undivided resists the wave!
Siladhewyn the gigantic corrosive tunneler's tidal wave hits Chaos Undivided for (5 absorbed), 0 cold, (5 absorbed), 0 physical (0 total damage).
Siladhewyn the gigantic corrosive tunneler speeds up.
The shield around Chaos Undivided crumbles.
Talent Spacetime Tuning is ready to use.
Chaos Undivided receives 27 healing from Temporal Restoration Field.
Acid Splash from Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for (1 absorbed), 0 acid (0 total damage).
Siladhewyn the gigantic corrosive tunneler uses Dissolve.
Siladhewyn the gigantic corrosive tunneler misses Chaos Undivided.
Melee retaliation hits Siladhewyn the gigantic corrosive tunneler for 0 acid, 0 acid, 0 acid, 0 acid, 0 acid, 0 acid, 0 acid (3 total damage).
Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for 21 acid, 11 acid, 21 acid, 8 acid, 24 acid, 17 acid, 11 acid (114 total damage).
Chaos Undivided resists the wave!
Siladhewyn the gigantic corrosive tunneler's tidal wave hits Chaos Undivided for 5 cold, 5 physical (10 total damage).
Siladhewyn the gigantic corrosive tunneler is not stunned anymore.
Talent Infusion: Regeneration is ready to use.
Chaos Undivided receives 27 healing from Temporal Restoration Field.
Acid Splash from Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for 2 acid damage.
Siladhewyn the gigantic corrosive tunneler spits acid!
Siladhewyn the gigantic corrosive tunneler hits Chaos Undivided for 156 acid damage.
Chaos Undivided the level 20 shalore wanderer was scalded to death by Siladhewyn the gigantic corrosive tunneler on level 3 of Sandworm lair.
Space restabilizes around you.