Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 18 / 20% |
Size | medium |
Lifes / Deaths | Killed by yellow jelly at level 18 on the 64th Dusk 122nd year of Ascendancy at 06:01 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 16 (base 10) |
Constitution | 24 (base 22) |
Magic | 48 (base 44) |
Willpower | 24 (base 20) |
Cunning | 23 (base 14) |
Resources
Life | -176/351 |
Mana | 48/214 |
Healing Factor | 1.1582474226804 |
Regeneration | 0.28956185567011 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
See Invisible | 14 |
Offense: Mainhand
Damage | 26 |
Accuracy | 10 |
Crit Chance | 9% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +49% |
Nature | +28% |
Darkness | +30% |
Fire | +30% |
Cold | +29% |
All | +19% |
Offense: Damage Penetration
Nature | +5% |
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (35.629139072848%) |
Defense | 53 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 32 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 54%( 70%) |
Physical | + 43%( 70%) |
Fire | + 50%( 70%) |
Mind | + 42%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 58%( 70%) |
All | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 48% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 arcane, 3 light |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Feather Wind |
talent | Shielding |
talent | Arcane Power |
beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | The target calls upon its inner resources, improving all damage by 19% and reducing all damage taken by 19%. Wrath of the Highborn |
detrimental effect | The target is poisoned, taking 193.38 nature damage per turn. Poison |
beneficial effect | Increases defense by 8. Mobile Defense |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the repented thief from death by white worm mass. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +1 Cun / +2 Con Physical save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | clarifying linen wizard hat of frost (+15%) (1 def, 0 armour) clarifying linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% cold Changes damage: +10% cold Mental save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | Scorchbreeze the iron torque of mindblast [power 105] (15 cooldown) Scorchbreeze the iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +6% fire Disease immunity: +10% Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's copper ring of clarity rogue's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | wizard's copper ring of darkness (+22%) wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+3 eff.) Rings can have magical properties. |
Around waist | Ivurema IvuremaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +25 (+8 eff.) Changes stats: +3 Dex Changes resistances: +6% fire / +6% cold Only die when reaching: -80.00 life A belt that goes around your waist. |
In main hand | Lustregore the dragonbone magestaff (30-36 power, 6 apr, lightning element) Lustregore the dragonbone magestaff (30-36 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 25 fire Changes resistances penetration: +15% light / +5% nature Changes damage: +30% lightning / +9% nature Talent granted: +1 Command Staff Critical mult.: +38.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +22 (+7 eff.) Spell crit. chance: +22% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 61.67 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | Bethedhevea the steel amulet Bethedhevea the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +4 Damage when hit (Melee): 6 mind Changes resistances: +14% mind / +6% cold Physical save: +15 (+7 eff.) Confusion immunity: +28% Only die when reaching: -40.00 life Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 136; cd 14) healing infusion of the wizard (heal 136; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 147; cd 13)healing infusion of the wizard (heal 147; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 554%; cd 8) movement infusion (speed 554%; 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 554% 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. 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 (speed 464%; cd 9) movement infusion (speed 464%; cd 9)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 464% 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. 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. |
biting gale rune of the duelist (damage 110; dur 4; cd 16) biting gale rune of the duelist (damage 110; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 109.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 85; cd 13) shatter afflictions rune of the sneak (absorb 85; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 321; dur 4; cd 16) shielding rune of the wizard (absorb 321; 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: 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 321 damage for 4 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. |
This item will automatically be transmogrified when you leave the level. BarerimBarerim Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +5 Str / +4 Wil / +8 Con Changes resistances: +3% acid Amulets can have magical properties. |
Hathadir HathadirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +13% lightning Stun/Freeze immunity: +23% Infravision radius: +3 See invisible: +18 Amulets can have magical properties. |
Velunn the copper amulet Velunn the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+9 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +3% physical / +12% temporal Pinning immunity: +24% Knockback immunity: +24% Stamina each turn: +1.00 Amulets can have magical properties. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
marksman's copper ring of arcana (+0.13/turn) marksman's copper ring of arcana (+0.13/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Silence immunity: +20% Mana each turn: +0.13 Rings can have magical properties. |
savior's steel ring of arcana (+0.10/turn) savior's steel ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Silence immunity: +23% Mana each turn: +0.10 Rings can have magical properties. |
solipsist's copper ring solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) Rings can have magical properties. |
solipsist's gold ring of aether (+12%) solipsist's gold ring of aether (+12%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +12% arcane Changes damage: +12% arcane Mindpower: +8 (+4 eff.) Rings can have magical properties. |
titan's copper ring of nature (+20%) titan's copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's gold ring of claritywizard's gold ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+5 eff.) Mental save: +5 (+3 eff.) Confusion immunity: +28% Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+14 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (32.5-52 power, 2 apr)flaming steel greatsword of massacre (32.5-52 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +10 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of persecution (14.5-20.3 power, 3 apr)balanced steel longsword of persecution (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Wil Disarm immunity: +24% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel longsword of amnesia (17.5-24.5 power, 3 apr)slime-covered steel longsword of amnesia (17.5-24.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 42% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
yew magestaff of channeling (20-24 power, 4 apr, lightning element) yew magestaff of channeling (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.15 Spellpower: +19 (+6 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +30.00 A belt that goes around your waist. |
Frozendream (1 def, 0 armour) Frozendream (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +3% cold Changes damage: +3% cold / +12% fire Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelomira (10 def, 13 armour) Emelomira (10 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +13 Defense: +10 (+3 eff.) Changes stats: +6 Lck / +5 Dex Changes resistances: +1% physical Stealth bonus: +8 Maximum stamina: +30.00 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +5% cold Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Cracklespitter' (0 def, 6 armour)pair of hardened leather boots 'Cracklespitter' (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +6% fire / +5% arcane / +9% darkness Changes damage: +12% lightning / +12% darkness Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of tirelessness (0 def, 3 armour)pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.50 Maximum stamina: +22.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+1 eff.) Movement speed: +25% A pair of boots made of leather. |
Chillwrecker the rough leather gloves (0 def, 1 armour) Chillwrecker the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +15% darkness / +5% cold Changes damage: +12% cold Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 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. |
This item will automatically be transmogrified when you leave the level. psychic's hardened leather gloves of butchering (0 def, 2 armour)psychic's hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +8 Physical power: +6 (+3 eff.) Armour: +2 Damage (Melee): 8 mind Changes resistances: +7% blight / +6% mind Changes damage: +4% mind Spell save: +10 (+5 eff.) 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. |
This item will automatically be transmogrified when you leave the level. Mayevena the Frozenwell (0 def, 4 armour)Mayevena the Frozenwell (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% darkness / +6% cold Changes damage: +18% cold Stamina when hit: +1.00 Equilibrium when hit: +0.94 Maximum hate: +4.00 Maximum psi: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerana the Kilnblack (0 def, 3 armour) Nerana the Kilnblack (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% fire Changes damage: +27% arcane / +3% mind Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Radiancetrial (20 def, 10 armour)Radiancetrial (20 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +10 Defense: +20 (+6 eff.) Fatigue: +4% Changes stats: +1 Str / +5 Dex Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of temporal resistance (2 def, 13 armour)impenetrable steel mail armour of temporal resistance (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% temporal A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour (2 def, 6 armour)rejuvenating steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (9 def, 6 armour)hardened leather armour (9 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour) prismatic cured leather armour of spell shielding (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +10% light / +12% darkness / +6% arcane Spell save: +12 (+6 eff.) A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +6.30 Maximum life: +35.00 Healing mod.: +13% A suit of armour made of leather. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 40 turns) iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brightnail the brass lantern Brightnail the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +15% lightning / +5% fire Changes damage: +12% cold / +9% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eilinissra the dwarven lantern Eilinissra the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 33% Changes stats: +5 Wil Changes resistances: +6% acid / +6% cold / +12% lightning / +6% blight Critical mult.: +16.00% Physical save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Light radius: +5 See stealth: +14 See invisible: +23 Healing mod.: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 140.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 140.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Raventitan RaventitanPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 6 acid / 34 fire Changes resistances: +6% darkness / +13% fire Mental save: +10 (+5 eff.) Light radius: +4 See stealth: +11 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 27.73 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern 'Halosta' brass lantern 'Halosta'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +6% blight Critical mult.: +10.00% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+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 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Elthiyel the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 03:26 see stats
By Elthiyel the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 01:00 see stats
By Elthiyel the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 23:16 see stats
By Elthiyel the Higher Archmage level 14
7th Dusk 122nd year of Ascendancy at 12:23 see stats
By Elthiyel the Higher Archmage level 18
64th Dusk 122nd year of Ascendancy at 00:31 see stats
By Elthiyel the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 03:27 see stats
Log
Elthiyel drains life from Poriwyn the blue ooze!
Elthiyel hits Poriwyn the blue ooze for 15 fire damage.
Elthiyel receives 2 healing from Poriwyn the blue ooze.
Poriwyn the blue ooze uses Oozebeam.
Elthiyel slows down.
Poriwyn the blue ooze hits Elthiyel for 141 nature damage.
Elthiyel uses Wrath of the Highborn.
Elthiyel radiates power.
Elthiyel casts Teleport.
Elthiyel is out of phase.
Elthiyel's prismatic shield fades.
Poison from Bloated ooze hits Elthiyel for 126 nature damage.
Yellow jelly uses Slime Spit.
Elthiyel drains life from Gelatinous cube!
Elthiyel drains life from Yellow jelly!
Elthiyel hits Gelatinous cube for 26 fire damage.
Elthiyel hits Yellow jelly for 26 fire damage.
Elthiyel receives 3 healing from Gelatinous cube.
Elthiyel receives 3 healing from Yellow jelly.
Gelatinous cube misses Elthiyel.
Yellow jelly's Slime Spit hits Elthiyel for 87 lightning damage.
Elthiyel the level 18 higher archmage was electrocuted to death by an yellow jelly on level 4 of Sandworm lair.
Elthiyel speeds up.
Elthiyel deactivates Arcane Power.
Elthiyel's aura of power vanishes.
Elthiyel deactivates Shielding.
Elthiyel is no longer out of phase.
Elthiyel stops being poisoned.
Elthiyel deactivates Feather Wind.