










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Higher |
| Class | Alchemist |
| Level / Exp | 50 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Xanyvea the squid at level 50 on the 49th Regrowth 124th year of Ascendancy at 02:56 / 1 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 14 (base 13) |
| Constitution | 47 (base 36) |
| Magic | 113 (base 60) |
| Willpower | 79 (base 40) |
| Cunning | 92 (base 64) |
Resources
| Life | -140/1096 |
| Mana | 505/888 |
| Healing Factor | 1.2623364354648 |
| Regeneration | 5.6173971378182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 9 |
| See Invisible | 30 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 8 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +75% |
| Physical | +14% |
| Arcane | +22% |
| Cold | 0% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| Acid | +35% |
| Temporal | +35% |
| Blight | +75% |
| Physical | +39% |
| Mind | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 15 (62.946778433524%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 49 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 43%( 70%) |
| All | + 21%( 70%) |
| Physical | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 20% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 35% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 318 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 802. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 bear paw. * You've found the needed snow giant kidney. * You've found the needed ritch stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of dwarven-steel boots 'Stormvortex' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +6% lightning Changes resistances penetration: +25% blight / +25% lightning Changes damage: +18% lightning Spell save: +15 (+5 eff.) Stamina each turn: +0.90 Maximum stamina: +22.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 403 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | alchemist's lamp 'Sunpulverizer'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +6% blight / +11% darkness Physical save: +15 (+6 eff.) Stamina each turn: +3.00 Psi when hit: +0.12 Only die when reaching: -80.00 life Maximum hate: +10.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 33 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lightninghunger (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning Changes stats: +5 Mag / +10 Wil Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +12% lightning Physical save: +11 (+4 eff.) Life regen: +4.20 Spellpower: +5 (+2 eff.) Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
| Tool | yew totem of healing 'Turogorn' [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Wil Critical mult.: +15.00% Blindness immunity: +20% Cut immunity: +20% Hate when firing a critical mind attack: +4.00 Maximum psi: +50.00 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +7 Str / +6 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +10% blight Poison immunity: +15% Disease immunity: +16% Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around waist | GawenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Wil Changes resistances penetration: +25% blight / +14% physical / +25% mind Changes damage: +14% physical Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +15 (+4 eff.) A belt that goes around your waist. |
| In main hand | Elevena the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 32 fire Damage when hit (Melee): 2 acid Changes stats: +17 Mag / +20 Wil / +11 Cun Changes resistances penetration: +10% acid Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +51.00% Spellpower on spell critical (stacks up to 3 times): +9 Maximum hate: +8.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +18% See invisible: +20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Magmafoe (2 def, 0 armour) =20stun=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 fire Changes resistances: +7% acid / +1% physical / +3% light / +9% temporal / +7% cold / +7% fire / +6% mind / +8% lightning Stun/Freeze immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet of cunning (+3) =25stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 974%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 974% 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. 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 titan (speed 931%; 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 increase movement speed by 931% 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 Constitution 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 881%; 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 881% 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 wizard (heal 529; 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 529 life over 5 turns. Its effects scale with your Magic 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. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 157; dur 4; cd 20) 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 157.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 669; dur 5; cd 15)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: 15 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 669 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 564; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 564 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 314; dur 3; 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 314 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 545; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 545 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 33; blocks 7; dur 4; cd 14)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: 14 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 33 up to 7 times. 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. |
stormshield rune of the psychic (threshold 6; blocks 5; dur 4; cd 14)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: 14 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 6 up to 5 times. 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. |
stormshield rune of the titan (threshold 66; blocks 4; dur 4; cd 13)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: 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 66 up to 4 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 42; blocks 5; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 28; blocks 6; dur 4; cd 15)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: 15 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 28 up to 6 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Duvoldir the ShimmerdreamPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 8 light / 11 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 25% * 11% chance to blind Changes resistances: +21% lightning / +6% light / +15% mind Changes resistances penetration: +25% mind / +15% light Changes damage: +9% lightning / +11% light / +9% darkness Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
GlarevenomInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +9 (+2 eff.) Changes stats: +9 Lck Changes resistances: +15% mind / +6% temporal / +6% nature / +3% darkness Changes resistances penetration: +5% light Talent mastery: +0.17 Spell / Advanced-golemancy Confusion immunity: +31% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Hathuruidur =-60=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +5 Str Changes resistances: +1% physical Changes damage: +13% blight / +12% fire Critical mult.: +18.00% Physical save: +17 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +19 (+7 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Spellpower: +13 (+4 eff.) Amulets make your neck look great! |
HeatfistInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% fire Changes resistances penetration: +25% mind / +20% acid Changes damage: +24% mind Critical mult.: +15.00% Cut immunity: +70% Mindpower: +15 (+5 eff.) Mental crit. chance: +3% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 410 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
copper amulet of constitution (+3) =3con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
gold amulet 'Xerarin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +6 Con Changes resistances: +12% mind Changes resistances penetration: +15% mind / +25% acid Physical save: +16 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Infravision radius: +3 See invisible: +9 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.restful gold amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes damage: +8% blight / +9% fire Critical mult.: +14.00% Life regen: +3.00 Spellpower: +8 (+2 eff.) Amulets make your neck look great! |
starlit copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% light / +10% darkness Blindness immunity: +23% Amulets make your neck look great! |
starseer's gold amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% light / +6% temporal / +5% darkness / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
steel amulet 'Duathelpower'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +5% arcane / +12% darkness Changes resistances penetration: +20% arcane / +10% mind Changes damage: +15% blight / +18% arcane / +9% mind / +9% darkness Life regen: +3.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Beruremas the Shockwasp =lightning=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Dex Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +25% arcane / +10% lightning Changes damage: +12% lightning Rings make your fingers look great! |
FlashpietyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Cun Changes damage: +9% arcane / +12% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Spellpower: +10 (+3 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Glacierblight the steel ring =cold pen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% cold Changes resistances penetration: +25% cold Spell save: +8 (+2 eff.) Mana each turn: +0.20 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Rings make your fingers look great! |
Glacierspitter =7crit=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +25% blight / +15% temporal / +25% arcane / +15% cold Spell save: +6 (+2 eff.) Disarm immunity: +30% Pinning immunity: +30% Knockback immunity: +31% Maximum life: +30.00 Spell crit. chance: +7% Rings make your fingers look great! |
Loamedge =2con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Con Changes resistances: +12% fire Changes resistances penetration: +5% nature Changes damage: +6% lightning / +3% nature Physical save: +4 (+2 eff.) Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sparkwrack =lightning arcane pen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+18 eff.) Changes stats: +5 Str / +3 Mag / +5 Con Changes resistances: +26% light Changes resistances penetration: +15% lightning / +10% arcane Changes damage: +13% light / +15% arcane Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.97 cold and 20.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velikira the Tidebraid =cold=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +7 Mag Changes resistances: +9% cold / +5% arcane / +6% temporal Changes resistances penetration: +25% arcane / +15% cold Changes damage: +15% arcane / +9% cold Spell save: +14 (+4 eff.) Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 31 Damage (Melee): 10 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 31 Damage (Ranged): 6 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +8 Defense: +7 (+2 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's gold ring of lightning (+26%) =6con lightning=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +26% lightning Changes damage: +13% lightning Disease immunity: +15% Rings make your fingers look great! It was changed by the digestive sack. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
savage's steel ring =2con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Maximum stamina: +15.00 Rings make your fingers look great! |
solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+26%) =3con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% fire Changes damage: +13% fire Physical save: +6 (+3 eff.) Rings make your fingers look great! |
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 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
wizard's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.yew longbow 'Chargemistress' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +24 (+17 eff.) Armour penetration: +17 Changes resistances: +24% lightning Changes resistances penetration: +25% lightning / +15% all Hate when firing a critical mind attack: +5.05 Only die when reaching: -80.00 life Maximum life: +60.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Nightwell the pulsing mindstar (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 25% Damage (radius 1) on hit: +12 darkness / +20 acid Damage (radius 2) on crit: +20 acid When wielded/worn: Changes stats: +7 Cun Changes resistances: +20% light Changes damage: +18% darkness Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Barebar (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 10 blight Changes resistances: +9% blight Changes resistances penetration: +25% mind Changes damage: +20% lightning / +21% temporal / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +17 (+4 eff.) Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +10 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff 'Belerach' (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 10 blight Changes resistances: +15% blight Changes resistances penetration: +25% blight / +40% temporal Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +19 (+5 eff.) Spell crit. chance: +4% Damage Shield penetration: +26% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic deep-steel trident of massacre (148% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.deep-steel trident of shearing (133% power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+15 eff.) Armour penetration: +13 Changes resistances penetration: +12% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.orite trident (153% power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 154% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.orite trident of projection (148% power, 13 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's deep-steel trident of torment (128% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +16 blight When wielded/worn: Disease immunity: +22% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking deep-steel trident of corruption (132% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 133% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). When wielded/worn: Accuracy: +21 (+16 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking orite trident of daylight (148% power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +35% Undead When wielded/worn: Accuracy: +17 (+14 eff.) Armour penetration: +14 Changes resistances penetration: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking orite trident of evisceration (146% power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +20 (+15 eff.) Armour penetration: +13 Physical crit. chance: +14.0% Physical power: +13 (+6 eff.) Changes resistances penetration: +9% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hardened leather belt 'Polith'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Changes stats: +5 Wil Changes resistances: +6% mind Physical save: +19 (+7 eff.) Mental save: +15 (+5 eff.) Cut immunity: +21% Only die when reaching: -82.75 life Maximum life: +103.44 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A belt that goes around your waist. |
Bethuwe (2 def, 0 armour) =-80=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +15% acid / +9% fire / +5% arcane / +12% darkness Silence immunity: +20% Only die when reaching: -80.00 life Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudshear (2 def, 0 armour) =lightning=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 10 mind Changes resistances: +15% darkness / +15% lightning Changes resistances penetration: +26% lightning Changes damage: +27% lightning / +9% darkness / +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 141.18 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozenstreak (1 def, 0 armour) =cold=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 10 cold Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane Changes damage: +21% cold Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamweeper (2 def, 0 armour) =cold pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +3 Con Changes resistances: +9% cold Changes resistances penetration: +25% light / +25% cold Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbuswill the cashmere cloak (2 def, 0 armour) =lightning pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Dex / +5 Mag / +3 Wil / +6 Cun / +3 Con Changes resistances: +12% lightning Changes resistances penetration: +20% light / +25% lightning Changes damage: +15% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of sorcery (2 def, 0 armour) =crit=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +4 Wil Changes resistances: +12% nature / +13% blight Life regen: +3.00 Spell crit. chance: +5% 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. |
Chamyrak the woollen robe (0 def, 0 armour) =cold=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes resistances: +12% acid / +21% cold / +9% all Changes damage: +14% cold Maximum psi: +40.00 Mindpower: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of Angolwen (0 def, 0 armour) =sleep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +16% darkness / +14% mind / +13% all Physical save: +14 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +29 (+10 eff.) Silence immunity: +37% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 268 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) =stun=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+6 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Torudogund the Sewerdream (0 def, 3 armour) =lightning pen=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 10 darkness Changes resistances: +10% lightning / +11% temporal / +15% darkness Changes resistances penetration: +10% nature / +20% lightning Changes damage: +12% lightning / +15% nature A pair of boots made of leather. |
Bethebrewe the Floemortal (0 def, 2 armour) =cold=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances: +3% cold Changes damage: +24% cold Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +30% Confusion immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betoletira (15 def, 4 armour) =-80=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 10 blight Changes resistances: +5% physical / +11% fire / +9% temporal / +10% cold Changes damage: +6% blight Spell save: +6 (+2 eff.) Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cystwinter the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +12 Str / +7 Wil / +5 Con Changes resistances: +14% acid / +9% physical / +3% light / +14% fire / +13% cold / +3% nature / +12% lightning Changes resistances penetration: +10% acid Changes damage: +21% nature Physical save: +25 (+9 eff.) Mental save: +13 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Loamimmortal (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +5 Mag Changes resistances: +3% nature / +7% cold Allows you to breathe in: water Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Xerilaith (30 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+18 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Armour: +3 Defense: +30 (+7 eff.) Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +8 Dex Changes resistances: +10% acid / +3% physical / +11% cold / +11% fire / +11% lightning Changes resistances penetration: +15% acid Changes damage: +9% acid A cap made of leather. |
clarifying cashmere wizard hat of frost (+18%) (2 def, 0 armour) =cold=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Cun Changes resistances: +18% cold Changes damage: +12% cold Mental save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Galestreak' (0 def, 3 armour) =lightning pen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 mind / 2 lightning Changes stats: +7 Str / +7 Dex Changes resistances: +3% lightning / +6% mind Changes resistances penetration: +20% lightning 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 79.5 Physical damage. If the attack hits, the target is confused (27% 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. |
48 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
755 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. |
142 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
48 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
83 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
68 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
70 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
79 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
67 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
55 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
57 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
44 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
HazeworthCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Damage when hit (Melee): 6 cold Changes stats: +1 Dex / +5 Con Changes resistances: +12% cold Changes damage: +15% physical / +6% cold Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 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 12 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
140 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
68 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
44 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
69 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
69 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
55 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
40 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
50 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
44 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By No BoneZone the Higher Alchemist level 33
11st Pyre 123rd year of Ascendancy at 18:19 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By No BoneZone the Higher Alchemist level 40
69th Pyre 123rd year of Ascendancy at 11:23 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By No BoneZone the Higher Alchemist level 40
53rd Pyre 123rd year of Ascendancy at 11:40 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By No BoneZone the Higher Alchemist level 43
21st Dusk 123rd year of Ascendancy at 19:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By No BoneZone the Higher Alchemist level 11
10th Flare 122nd year of Ascendancy at 17:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By No BoneZone the Higher Alchemist level 42
9th Flare 123rd year of Ascendancy at 06:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By No BoneZone the Higher Alchemist level 43
19th Dusk 123rd year of Ascendancy at 22:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By No BoneZone the Higher Alchemist level 25
64th Haze 122nd year of Ascendancy at 16:56 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By No BoneZone the Higher Alchemist level 34
19th Pyre 123rd year of Ascendancy at 01:50 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By No BoneZone the Higher Alchemist level 37
42nd Pyre 123rd year of Ascendancy at 08:24 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By No BoneZone the Higher Alchemist level 29
2nd Wintertide 123rd year of Ascendancy at 00:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By No BoneZone the Higher Alchemist level 10
5th Mirth 122nd year of Ascendancy at 02:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By No BoneZone the Higher Alchemist level 20
61st Dusk 122nd year of Ascendancy at 20:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By No BoneZone the Higher Alchemist level 30
4th Regrowth 123rd year of Ascendancy at 21:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By No BoneZone the Higher Alchemist level 40
51st Pyre 123rd year of Ascendancy at 21:11 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By No BoneZone the Higher Alchemist level 50
46th Regrowth 124th year of Ascendancy at 11:35 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By No BoneZone the Higher Alchemist level 48
3rd Decay 123rd year of Ascendancy at 04:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By No BoneZone the Higher Alchemist level 23
59th Haze 122nd year of Ascendancy at 13:23 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By No BoneZone the Higher Alchemist level 22
24th Haze 122nd year of Ascendancy at 03:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By No BoneZone the Higher Alchemist level 15
44th Dusk 122nd year of Ascendancy at 08:55 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By No BoneZone the Higher Alchemist level 42
17th Dusk 123rd year of Ascendancy at 18:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By No BoneZone the Higher Alchemist level 10
6th Mirth 122nd year of Ascendancy at 06:14 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By No BoneZone the Higher Alchemist level 47
71st Haze 123rd year of Ascendancy at 06:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By No BoneZone the Higher Alchemist level 36
39th Pyre 123rd year of Ascendancy at 21:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By No BoneZone the Higher Alchemist level 11
24th Dusk 122nd year of Ascendancy at 00:32 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By No BoneZone the Higher Alchemist level 45
54th Dusk 123rd year of Ascendancy at 15:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By No BoneZone the Higher Alchemist level 30
5th Regrowth 123rd year of Ascendancy at 13:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By No BoneZone the Higher Alchemist level 20
62nd Dusk 122nd year of Ascendancy at 13:27 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By No BoneZone the Higher Alchemist level 39
51st Pyre 123rd year of Ascendancy at 21:11 see stats
Log
Rested for 3 turns (stop reason: taken damage).
No BoneZone resists the vile poison!
No BoneZone starts to bleed.
No BoneZone's Smoke Bomb is disrupted by his wounds!
Something performs a melee critical strike against No BoneZone!
No BoneZone is poisoned!
Xanyvea the squid is back to normal.
Something hits No BoneZone for 103 physical, 126 physical (229 total damage).
Melee retaliation hits Xanyvea the squid for 3 lightning, 13 fire, 2 acid (18 total damage).
Xanyvea the squid's Quickdraw Knife hits No BoneZone for 114 physical damage.
No BoneZone's Body of Fire hits Xanyvea the squid for 89 fire damage.
Xanyvea the squid uses Perfect Strike.
Xanyvea the squid aims carefully.
Xanyvea the squid uses Lunge.
Xanyvea the squid performs a melee critical strike against No BoneZone!
No BoneZone is recovering from the damage!
No BoneZone's Rune: Reflection Shield is disrupted by his wounds!
No BoneZone is disarmed!
Melee retaliation hits Xanyvea the squid for 3 lightning, 13 fire, 2 acid (17 total damage).
Xanyvea the squid hits No BoneZone for 655 physical damage.
Xanyvea the squid's Quickdraw Knife performs a melee critical strike against No BoneZone!
No BoneZone redirects the effect 'Bleeding'!
Xanyvea the squid resists Xanyvea the squid's 'Bleeding'!
Talent Throw Bomb is ready to use.
Melee retaliation hits Xanyvea the squid for 2 lightning, 10 fire, 1 acid (14 total damage).
Xanyvea the squid's Quickdraw Knife hits No BoneZone for 154 physical damage.
Deadly Poison from Xanyvea the squid hits No BoneZone for 82 nature damage.
Bleeding from Xanyvea the squid hits No BoneZone for 51 physical damage.
No BoneZone the level 50 higher alchemist was mauled to death by Xanyvea the squid on level 2 of Temple of Creation.
The raging fire around No BoneZone calms down and disappears.









































































































































