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 | 24 / 42% |
Size | medium |
Lifes / Deaths | Killed by Cyryta the fox at level 24 on the 36th Regrowth 123rd year of Ascendancy at 20:52 / 1 |
Primary Stats
Strength | 71 (base 54) |
Dexterity | 49 (base 45) |
Constitution | 21 (base 12) |
Magic | 17 (base 12) |
Willpower | 21 (base 12) |
Cunning | 22 (base 12) |
Resources
Mana | 208/293 |
Vim | 172/192 |
Life | -337/664 |
Stamina | 98/226 |
Paradox | 314 |
Healing Factor | 1.1948044672221 |
Regeneration | 2.6759672679865 |
Speed
Mental | +9.9920072216264E-13% |
Attack | 0% |
Movement | 0% |
Spell | +9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 22.531537443297 |
See Invisible | 22.531537443297 |
Offense: Mainhand
Damage | 139 |
Accuracy | 48 |
Crit Chance | 14% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 9% |
Speed | 0.99999999999999 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Temporal | +3% |
Fire | +11% |
Physical | +18% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Physical | +34% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 37.381474180285 (85.404685247777%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 9 |
Physical Save | 30 |
Spell Save | 14 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 51%( 70%) |
Acid | + 28%( 70%) |
Light | + 12%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 23%( 70%) |
Physical | + 15%( 70%) |
Fire | + 36%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Confusion Resistance | 25% |
Silence Resistance | 22% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 5 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 242.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength 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 525 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 117 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 Strength stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 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 |
Escort the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara) | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Eilinyrassra the giant fire ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 Vitality (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of their 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 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 |
Equipment
On feet | undeterred pair of hardened leather boots of phasing (0 def, 3 armour) undeterred pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +29% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | Betydhetha =42 hp 18 phys= Betydhetha =42 hp 18 phys=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +18% physical Physical save: +3 (+2 eff.) Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Sleetkiss' (10 def, 12 armour) =12 armor 3 str 10 hm= dwarven-steel helm 'Sleetkiss' (10 def, 12 armour) =12 armor 3 str 10 hm=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +12 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +3 Str / +4 Con Changes damage: +6% cold Mental save: +18 (+9 eff.) Disease immunity: +20% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | gladiator's gold ring of fire (+22%) gladiator's gold ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
On fingers | Urthichak UrthichakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Str Changes resistances: +2% physical Changes resistances penetration: +20% physical Maximum encumbrance: +25 Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Rings make your fingers look great! |
Around waist | Gykira the rough leather belt =100 ehp= Gykira the rough leather belt =100 ehp=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +9% fire Maximum encumbrance: +25 Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Maximum life: +60.00 A belt that goes around your waist. |
In main hand | truestriking voratun greatsword of amnesia (63-101 power, 4 apr) truestriking voratun greatsword of amnesia (63-101 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +14% physical Massive two-handed swords. |
On hands | brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+3 eff.) When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Yvota the Brightriver (4 def, 8 armour) Yvota the Brightriver (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +3 Wil Changes resistances: +23% acid / +7% physical / +32% darkness / +17% blight / +9% temporal / +6% light Changes resistances penetration: +15% temporal Changes damage: +3% temporal Light radius: +5 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. 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. A suit of armour made of mail. |
Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 6/20) : Effective talent level: 2.4 Power cost: 20 out of 6/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the warrior (heal 188; cd 12) healing infusion of the warrior (heal 188; cd 12)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 547%; cd 10) movement infusion of the duelist (speed 547%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 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. |
regeneration infusion of the psychic (heal 180; 17 cd) regeneration infusion of the psychic (heal 180; 17 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 5 turns. Its effects scale with your Willpower 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. |
wild infusion of the duelist (res 28%; magical, physical; dur 4; cd 10) wild infusion of the duelist (res 28%; magical, physical; dur 4; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
acid wave rune of the sneak (damage 94; dur 4; cd 16) acid wave rune of the sneak (damage 94; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 93.61 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 122; cd 16) shatter afflictions rune of the warrior (absorb 122; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 122 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 153; dur 4; cd 17) shielding rune of the psychic (absorb 153; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 77; cd 17) teleportation rune of the duelist (range 77; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Yvytha the gold amulet Yvytha the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +4 Str Changes resistances: +19% lightning / +6% cold / +3% darkness / +6% acid Stun/Freeze immunity: +27% Amulets make your neck look great! |
copper amulet 'Swampnail' copper amulet 'Swampnail'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +3% acid / +9% fire Spell save: +3 (+3 eff.) Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
Dazzlerebel =6 armor 20 stun= Dazzlerebel =6 armor 20 stun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% light Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Equilibrium when hit: +0.24 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
Fulykan FulykanPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +15 (+5 eff.) Changes resistances: +22% darkness / +12% mind Changes damage: +11% darkness / +12% mind Silence immunity: +20% Knockback immunity: +10% Mana each turn: +0.11 Rings make your fingers look great! |
Sootwake SootwakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +22% nature Changes resistances penetration: +5% darkness Changes damage: +20% nature Critical mult.: +5.00% Only die when reaching: -80.00 life Rings make your fingers look great! |
copper ring 'Ivytha' copper ring 'Ivytha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% mind / +25% nature / +9% light Changes damage: +11% nature / +3% acid Rings make your fingers look great! |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
gladiator's gold ring of luminosity gladiator's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 18 light Changes stats: +5 Str / +3 Mag / +6 Con Changes damage: +12% light Rings make your fingers look great! |
gold ring 'Cyrona' gold ring 'Cyrona'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str / +3 Con Changes resistances: +15% cold / +9% temporal Spell save: +6 (+6 eff.) Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of power rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +7 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
solipsist's gold ring of nature (+24%) solipsist's gold ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% nature Changes damage: +12% nature Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of light (+20%) wizard's copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +4 (+4 eff.) Rings make your fingers look great! |
wizard's gold ring of pilfering wizard's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+7 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 121% 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! |
Fulirethel the steel greatmaul (42-63 power, 2 apr) Fulirethel the steel greatmaul (42-63 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +23 (+6 eff.) Changes stats: +2 Dex / +9 Wil / +10 Con Changes damage: +3% physical Maximum life: +34.00 Massive two-handed mauls. |
Unremnir the dwarven-steel greatsword (36-58 power, 2 apr) Unremnir the dwarven-steel greatsword (36-58 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 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% When wielded/worn: Accuracy: +17 (+6 eff.) Physical power: +30 (+8 eff.) Changes stats: +5 Dex Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +9 (+5 eff.) Maximum hate: +4.00 Combat speed: +10% Massive two-handed swords. |
Boretokhad the Spidertouch =35 life 10 stun= Boretokhad the Spidertouch =35 life 10 stun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 6 nature Changes resistances: +3% mind Changes resistances penetration: +5% light Stun/Freeze immunity: +20% Maximum life: +35.00 A belt that goes around your waist. |
hardened leather belt 'Jetquake' =6 mag= hardened leather belt 'Jetquake' =6 mag=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +6 Mag Changes resistances: +9% fire / +11% cold Changes damage: +12% light Reduces incoming crit damage: 5.00% A belt that goes around your waist. |
insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% fire / +7% cold Spell save: +5 (+5 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of resiliencerough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +33.00 A belt that goes around your waist. |
Brightknight (2 def, 4 armour) Brightknight (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +14% blight / +13% nature / +6% light Physical save: +15 (+8 eff.) Mental save: +6 (+3 eff.) Life regen: +5.00 Maximum life: +60.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isyldaba (6 def, 7 armour) =7 armor 20 critmult= Isyldaba (6 def, 7 armour) =7 armor 20 critmult=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Changes resistances: +2% physical / +14% light / +6% blight / +14% fire / +18% cold Changes resistances penetration: +8% arcane Changes damage: +10% arcane Critical mult.: +19.00% Stealth bonus: +7 Physical save: +3 (+2 eff.) Blindness immunity: +10% Disarm immunity: +20% Maximum mana: +38.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrenight (1 def, 0 armour) =4 wil 2 cun 2 con= Lustrenight (1 def, 0 armour) =4 wil 2 cun 2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Str / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% arcane / +10% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvivea the linen cloak (1 def, 0 armour) Yvivea the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 6 acid Changes damage: +6% acid Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanarand the cashmere cloak (2 def, 10 armour) =10 armor= Zanarand the cashmere cloak (2 def, 10 armour) =10 armor=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +4 Wil / +2 Cun Changes resistances: +12% cold Spell save: +3 (+3 eff.) Confusion immunity: +20% Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Umbrascar' (1 def, 6 armour) =6 armor 7 wil= linen cloak 'Umbrascar' (1 def, 6 armour) =6 armor 7 wil=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +7 Wil Changes resistances: +3% lightning / +11% cold / +3% darkness Changes damage: +9% darkness Critical mult.: +5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of the mountain (+10%) (0 def, 0 armour) =5 mag= focusing woollen robe of the mountain (+10%) (0 def, 0 armour) =5 mag=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% all / +10% physical Changes damage: +10% physical Mana each turn: +0.17 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeremina the pair of hardened leather boots (0 def, 3 armour) =6 cun= Aeremina the pair of hardened leather boots (0 def, 3 armour) =6 cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +6 Cun / +10 Lck Changes resistances: +9% acid / +6% temporal Changes resistances penetration: +15% mind Stealth bonus: +7 Mental save: +9 (+5 eff.) A pair of boots made of leather. |
Betewen (0 def, 1 armour) =60 ehp= Betewen (0 def, 1 armour) =60 ehp=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +1% physical Maximum encumbrance: +23 Physical save: +5 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum life: +20.00 A pair of boots made of leather. |
Hellsbiter the pair of hardened leather boots (0 def, 5 armour) =10 cd= Hellsbiter the pair of hardened leather boots (0 def, 5 armour) =10 cd=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Changes stats: +3 Mag Changes resistances: +10% lightning / +7% temporal / +12% fire Changes resistances penetration: +20% fire Lowers spell cool-downs by: 10% Infravision radius: +2 A pair of boots made of leather. |
Turolin the pair of rough leather boots (0 def, 3 armour) =15 pp= Turolin the pair of rough leather boots (0 def, 3 armour) =15 pp=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+4 eff.) Armour: +3 Changes stats: +1 Con Changes resistances: +3% mind / +6% lightning Infravision radius: +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Aerekor' (0 def, 4 armour) pair of dwarven-steel boots 'Aerekor' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +17% temporal / +20% blight Spell save: +3 (+3 eff.) Blindness immunity: +10% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Blackcrypt' (6 def, 4 armour) =evasion= pair of dwarven-steel boots 'Blackcrypt' (6 def, 4 armour) =evasion=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness / +15% mind Changes damage: +21% light Mindpower: +15 (+8 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 'Breezequill' (0 def, 1 armour) =3 mag= pair of rough leather boots 'Breezequill' (0 def, 1 armour) =3 mag=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +10% darkness Changes damage: +12% nature Light radius: +3 See invisible: +6 A pair of boots made of leather. |
Brandstinger (0 def, 2 armour) Brandstinger (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning / 5 fire / 8 mind Changes stats: +4 Cun Changes resistances: +5% lightning / +6% fire / +7% mind Changes damage: +4% lightning / +7% fire / +6% mind When used to modify unarmed attacks: Base power: 18.0 - 25.2 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: Psychic Lobotomy (20% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 lightning / +7 fire / +7 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Flashstreak the hardened leather gloves (0 def, 2 armour) Flashstreak the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 mind / 7 lightning Changes resistances: +13% lightning / +2% physical / +7% mind / +5% arcane Changes damage: +4% mind / +5% lightning Life regen: +1.90 Stamina each turn: +0.60 Psi each turn: +0.27 When used to modify unarmed attacks: Base power: 17.0 - 18.7 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: Psychic Lobotomy (20% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +7 mind / +5 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag= corrosive rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag=Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Mag Changes resistances: +5% acid Changes damage: +3% arcane / +3% acid When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane / +5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour) steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +27% When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Abyssbliss the dwarven-steel helm (0 def, 4 armour) Abyssbliss the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% fire / +5% nature / +3% temporal Spell save: +5 (+5 eff.) Poison immunity: +20% Disarm immunity: +20% Pinning immunity: +10% Knockback immunity: +20% Maximum life: +58.00 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aerumina the linen wizard hat (1 def, 0 armour) =9 phys 15 pp= Aerumina the linen wizard hat (1 def, 0 armour) =9 phys 15 pp=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +1 (+0 eff.) Changes resistances: +3% blight / +6% fire / +6% cold Changes damage: +9% physical Knockback immunity: +20% Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
Blindbreeze the iron helm (0 def, 3 armour) =wb= Blindbreeze the iron helm (0 def, 3 armour) =wb=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 42% * 20% chance to reduce damage dealt by 14% Changes resistances: +3% acid / +6% cold / +6% darkness Changes resistances penetration: +5% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Droldir the Glarespitter (2 def, 0 armour) =8 cun 4 wil= Droldir the Glarespitter (2 def, 0 armour) =8 cun 4 wil=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 light Changes stats: +8 Cun / +4 Wil Critical mult.: +20.00% Mental save: +6 (+3 eff.) Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Galedunathel (1 def, 2 armour) =3 cun= Galedunathel (1 def, 2 armour) =3 cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +2 Str Critical mult.: +10.00% Mental save: +6 (+3 eff.) Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+9 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zubeda the Glownight (0 def, 3 armour) =2 mag= Zubeda the Glownight (0 def, 3 armour) =2 mag=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Mag Changes damage: +9% light Critical mult.: +10.00% Maximum stamina: +10.00 Infravision radius: +2 A cap made of leather. |
cashmere wizard hat 'Mayumitira' (2 def, 0 armour) =8 wil= cashmere wizard hat 'Mayumitira' (2 def, 0 armour) =8 wil=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex / +8 Wil Changes resistances: +6% mind / +19% fire Changes resistances penetration: +10% mind Changes damage: +13% fire A pointy cloth hat, very wizardly... |
hardened leather cap 'Splendouronslaught' (0 def, 3 armour) hardened leather cap 'Splendouronslaught' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 42% Damage when hit (Melee): 8 light Changes stats: +6 Str / +7 Dex Changes damage: +6% light / +12% temporal It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 280.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 13 armour) impenetrable dwarven-steel mail armour of cold resistance (3 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +24% cold A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) =4 con= Skin of Many (12 def, 6 armour) =4 con=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
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. |
146 alchemist agate 146 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. |
3 aquamarine 3 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. |
4 opal 4 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chagrim the iron pickaxe (dig speed 36 turns) =80 dieat= Chagrim the iron pickaxe (dig speed 36 turns) =80 dieat=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% acid / +3% temporal Changes resistances penetration: +5% acid Changes damage: +6% acid Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Healquarry the dwarven-steel pickaxe (dig speed 15 turns) Healquarry the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +2 Str Changes resistances: +6% blight / +9% fire / +6% cold / +6% lightning Spell save: +6 (+6 eff.) Maximum life: +29.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Branigrim the Charwyrd =4 mag 3 cun= Branigrim the Charwyrd =4 mag 3 cun=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +1 Dex / +4 Mag / +3 Cun / +1 Con Changes resistances: +6% fire Changes damage: +9% fire 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. |
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. |
watchleader's brass lantern =watchleader= watchleader's brass lantern =watchleader=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +23% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming 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 6 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 281/400. 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. |
Tulodil [power 2] (25 cooldown) =5 cun 5 mag= Tulodil [power 2] (25 cooldown) =5 cun 5 mag=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +5 Cun / +5 Mag Changes damage: +6% arcane Maximum hate: +4.00 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. |
ash totem of stinging [power 176] (15 cooldown) ash totem of stinging [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dagyhell the elm wand of shielding [power 110] (20 cooldown) Dagyhell the elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Wil Changes resistances: +6% acid / +2% physical It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of lightning storm [power 398] (21 cooldown) overpowered yew wand of lightning storm [power 398] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (398 total damage) Activation puts all charms on cooldown for 21 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. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 11
9th Flare 122nd year of Ascendancy at 05:07 see stats
By Chaos Undivided the Shalore Wanderer level 22
11st Regrowth 123rd year of Ascendancy at 08:48 see stats
By Chaos Undivided the Shalore Wanderer level 10
9th Mirth 122nd year of Ascendancy at 12:31 see stats
By Chaos Undivided the Shalore Wanderer level 20
60th Haze 122nd year of Ascendancy at 22:25 see stats
By Chaos Undivided the Shalore Wanderer level 15
46th Dusk 122nd year of Ascendancy at 13:02 see stats
By Chaos Undivided the Shalore Wanderer level 10
10th Mirth 122nd year of Ascendancy at 03:37 see stats
By Chaos Undivided the Shalore Wanderer level 24
34th Regrowth 123rd year of Ascendancy at 04:55 see stats
By Chaos Undivided the Shalore Wanderer level 11
14th Dusk 122nd year of Ascendancy at 05:32 see stats
By Chaos Undivided the Shalore Wanderer level 21
8th Regrowth 123rd year of Ascendancy at 16:50 see stats
By Chaos Undivided the Shalore Wanderer level 24
33rd Regrowth 123rd year of Ascendancy at 17:59 see stats
By Chaos Undivided the Shalore Wanderer level 23
16th Regrowth 123rd year of Ascendancy at 08:37 see stats
By Chaos Undivided the Shalore Wanderer level 17
51st Dusk 122nd year of Ascendancy at 22:36 see stats
Log
Burning from Runorim, the lone alchemist hits Cold drake hatchling for 10 fire damage.
Cyryta the fox uses Assault.
Chaos Undivided is recovering from the damage!
Cyryta the fox performs a melee critical strike against Chaos Undivided!
Cyryta the fox performs a melee critical strike against Chaos Undivided!
Cyryta the fox hits Chaos Undivided for 84 physical, 33 cold, 338 physical, 109 physical (564 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Chaos Undivided casts Rune: Stormshield.
Chaos Undivided summons a storm to protect them!
Chaos Undivided uses Infusion: Regeneration.
Chaos Undivided starts regenerating health quickly.
Cold drake hatchling misses Chaos Undivided.
Chaos Undivided receives 8 healing from Temporal Restoration Field.
Deep Wound from Cyryta the fox hits Chaos Undivided for (42 stormshielded), 0 physical (0 total damage).
Burning from Runorim, the lone alchemist hits Cold drake hatchling for 10 fire damage.
Cyryta the fox uses Shield Slam.
Chaos Undivided's stormshield is out of charges and disspitates!.
Chaos Undivided's storm dissipates.
Cyryta the fox hits Chaos Undivided for (28 stormshielded), 0 physical, (22 stormshielded), 0 cold, (25 stormshielded), 0 physical, (22 stormshielded), 0 cold, (31 stormshielded), 0 physical, 22 cold (22 total damage).
Cyryta the fox has temporarily forgotten Nimble Movements for 3 turns!
Cyryta the fox hits Runorim, the lone alchemist for 18 cold damage.
Cyryta the fox hits Chaos Undivided for 17 cold damage.
Chaos Undivided hits Cyryta the fox for (136 blocked), 0 physical, (16 blocked), 0 darkness (0 total damage).
Cyryta the fox uses Shield Pummel.
Chaos Undivided resists the shield bash!
Cyryta the fox hits Chaos Undivided for 85 physical, 32 cold, 122 physical (240 total damage).
Chaos Undivided the level 24 shalore wanderer was smashed to death by Cyryta the fox on level 1 of Daikara.