Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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:
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 Adventure |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 24 / 1% |
Size | medium |
Lifes / Deaths | Killed by Glada the drem at level 21 on the 35th Dearth 122nd year of Ascendancy at 01:05 5 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 67 (base 33) |
Dexterity | 13 (base 10) |
Constitution | 37 (base 18) |
Magic | 13 (base 10) |
Willpower | 85.155877283337 (base 51) |
Cunning | 43 (base 16) |
Resources
Life | 1200/1195 |
Equilibrium | 28 |
Healing Factor | 1.2041015905905 |
Regeneration | 18.981616910018 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 78 |
Accuracy | 66 |
Crit Chance | 27% |
APR | 68 |
Speed | 0.97 |
Offense: Offhand
Damage | 66 |
Accuracy | 66 |
Crit Chance | 25% |
APR | 45 |
Speed | 0.97 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 36% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +20% |
Blight | +8% |
Physical | +8% |
Cold | +11% |
All | 0% |
Darkness | +25% |
Lightning | +23% |
Mind | +21% |
Fire | +14% |
Nature | +12% |
Offense: Damage Penetration
Acid | +12% |
Blight | +12% |
Physical | +47% |
Cold | +12% |
All | 0% |
Darkness | +23% |
Lightning | +12% |
Mind | +12% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 50.201479860284 (81.151787968034%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 22 |
Physical Save | 47 |
Spell Save | 36 |
Mental Save | 43 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 20%( 70%) |
Physical | + 28%( 70%) |
Cold | + 63%( 70%) |
All | + 20%( 70%) |
Darkness | + 20%( 70%) |
Lightning | + 44%( 70%) |
Mind | + 22%( 70%) |
Fire | + 29%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Knockback Resistance | 20% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 439% 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. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Icy Skin |
talent | Psiblades |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | You gain 17% resistance against cold. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Bokoharaneg the Unlightglean (0 def, 1 armour) Bokoharaneg the Unlightglean (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Dex / +3 Mag / +1 Con / +6 Lck Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +6 A pair of boots made of leather. |
Light source | Elugathra the brass lantern Elugathra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Wil / +1 Mag Life regen: +4.00 Maximum life: +40.00 Mindpower: +20 (+5 eff.) 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 | Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 163.09 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | Splendour's kiss (10 def, 2 armour) Splendour's kiss (10 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Defense: +10 (+5 eff.) Damage when hit (Melee): 10 light Changes stats: +10 Str Physical save: +9 (+3 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. |
Tool | Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil / +8 Cun / +5 Con Changes resistances: +15% lightning / +7% all Changes damage: +15% lightning Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 38 Damage (Melee): 10 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 38 Damage (Ranged): 7 physical Changes stats: +6 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +7 (+2 eff.) 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! |
On fingers | Arthayachak ArthayachakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +6% acid / +6% cold Physical save: +6 (+2 eff.) Spell save: +10 (+5 eff.) Maximum stamina: +11.00 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 3 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 99% 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! |
Around neck | Arurab the copper amulet Arurab the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Wil / +3 Cun Changes damage: +12% acid Infravision radius: +1 Amulets make your neck look great! |
In main hand | living mindstar 'Blazetitan' (17-19 power, 58 apr, mind damage) living mindstar 'Blazetitan' (17-19 power, 58 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +58 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning / 7 physical / 9 fire / 5 acid / 4 cold Damage when hit (Melee): 6 fire Changes stats: +3 Str / +3 Wil Changes resistances: +8% lightning / +6% physical / +6% cold / +10% fire / +5% acid Changes resistances penetration: +12% mind / +11% darkness Changes damage: +6% fire / +6% mind / +11% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +3.00 Psi per kill: +2.00 Maximum hate: +8.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +5% Light radius: +2 It can be used to inflict 175.45 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
Around waist | Elynor the Chillroar Elynor the ChillroarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% mind Changes resistances penetration: +15% physical Changes damage: +3% cold Damage against: +16% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
In off hand | horrifying thorny mindstar of life (9-10 power, 35 apr, mind damage) horrifying thorny mindstar of life (9-10 power, 35 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 4 darkness Changes damage: +5% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +22.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +3% 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. |
Cloak | linen cloak 'Growthmark' (1 def, 0 armour) linen cloak 'Growthmark' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Mag / +4 Wil / +2 Cun / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Porildarin' (30 def, 9 armour) steel plate armour 'Porildarin' (30 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Armour: +9 Defense: +30 (+11 eff.) Fatigue: +22% Changes stats: +1 Cun Changes resistances: +18% cold Changes resistances penetration: +20% physical Physical save: +3 (+1 eff.) A suit of armour made of metal plates. |
Inventory
wild infusion (res 16%; mental, physical; dur 3; cd 16) wild infusion (res 16%; mental, physical; dur 3; cd 16)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 Undeath 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. shielding rune (absorb 227; dur 5; cd 16)shielding rune (absorb 227; dur 5; 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 227 damage for 5 turns. 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. |
Forestdeath ForestdeathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Wil Changes resistances: +3% nature Changes resistances penetration: +5% lightning Critical mult.: +15.00% Psi when hit: +0.04 Maximum hate: +2.00 Mental crit. chance: +1% Amulets make your neck look great! |
Hellmark HellmarkCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 fire Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +9% fire / +6% darkness / +3% cold Changes resistances penetration: +10% fire Changes damage: +3% cold Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
cleansing steel amulet of cunning (+4) cleansing steel amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +16% nature / +11% blight Poison immunity: +24% Disease immunity: +21% Amulets make your neck look great! |
cleansing steel amulet of dexterity (+4) cleansing steel amulet of dexterity (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% nature / +12% blight Poison immunity: +23% Disease immunity: +25% Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
warrior's copper amulet of strength (+3) warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
copper ring 'Glareorder' copper ring 'Glareorder'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +3 Wil Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +20% light / +5% cold Mental save: +6 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
marksman's copper ring of frost (+22%) marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
marksman's steel ring of lightning (+20%) marksman's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Bregigar the steel battleaxe (37-56 power, 2 apr)Bregigar the steel battleaxe (37-56 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +10 (+5 eff.) Changes resistances: +4% physical Changes damage: +6% arcane Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Nimbussorrow the steel dagger (12-16 power, 6 apr)Nimbussorrow the steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +2 Cun Changes damage: +6% lightning / +3% mind Disarm immunity: +27% Equilibrium when hit: +0.32 Mental crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron greatsword (13-21 power, 1 apr)arcing iron greatsword (13-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. GlacierwilderGlacierwilder Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +16 fire When wielded/worn: Changes stats: +6 Dex / +3 Wil / +6 Cun Changes resistances: +18% cold Changes resistances penetration: +9% physical See invisible: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Shimmermight (12-16 power, 2 apr)Shimmermight (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Damage (radius 1) on hit: +16 arcane When wielded/worn: Armour: +12 Changes resistances: +9% temporal Changes damage: +6% lightning / +6% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Glowwolf the vined mindstar (5-6 power, 18 apr, mind damage)Glowwolf the vined mindstar (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +16 light When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% mind / +6% cold Changes damage: +12% light / +6% cold Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. Ariwen the UmbrahunterAriwen the Umbrahunter Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to slow global speed by 66% * 10% chance to reduce damage dealt by 30% Damage (radius 1) on hit: +4 darkness When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Str Changes resistances: +12% darkness / +9% light Changes resistances penetration: +10% light Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
Aminik the Lightningreek (12-18 power, 3 apr) Aminik the Lightningreek (12-18 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Str / +2 Mag / +6 Wil / +1 Cun / +6 Con Changes resistances: +9% lightning Changes damage: +6% physical Disarm immunity: +21% Maximum life: +18.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of daylight (14-20 power, 3 apr)steel waraxe of daylight (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +9% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking steel waraxe (12-17 power, 3 apr)truestriking steel waraxe (12-17 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +7% physical One-handed war axes. |
linen cloak 'Silotta' (1 def, 0 armour) linen cloak 'Silotta' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +6 Con / +3 Wil Changes resistances: +2% physical Physical save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorodor the cashmere robe (0 def, 4 armour) Lorodor the cashmere robe (0 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Armour: +4 Changes stats: +8 Str / +5 Mag / +6 Wil / +5 Con Changes resistances: +7% lightning / +6% cold / +22% nature / +11% all Changes damage: +11% lightning / +8% physical / +31% nature / +11% cold Poison immunity: +29% Disease immunity: +28% Maximum stamina: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ashidol (0 def, 3 armour) Ashidol (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 arcane Changes stats: +2 Cun / +3 Str Changes resistances: +3% fire Infravision radius: +4 A pair of boots made of leather. |
blood-soaked pair of rough leather boots of rushing (0 def, 1 armour) blood-soaked pair of rough leather boots of rushing (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) stealthy pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Stealth bonus: +6 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
polar iron gauntlets of dexterity (+3) (0 def, 1 armour) polar iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Camafang the Nimbusmire (0 def, 7 armour) Camafang the Nimbusmire (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +7 Fatigue: +5% Changes stats: +3 Con Changes resistances: +1% physical Changes resistances penetration: +5% lightning Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayaldanor (0 def, 3 armour) Mayaldanor (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex / +5 Con Changes resistances: +3% nature / +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quenchbringer the rough leather cap (0 def, 1 armour) Quenchbringer the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Cun / +3 Wil Changes resistances: +6% cold Equilibrium when hit: +0.04 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
Voravena (2 def, 0 armour) Voravena (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +2 Str / +4 Dex / +5 Wil / +2 Cun / +4 Con Changes damage: +6% acid Physical save: +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Yvirin (0 def, 1 armour) Yvirin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 17% Changes stats: +2 Mag / +3 Wil Changes resistances: +6% lightning / +6% temporal / +3% acid Infravision radius: +3 A cap made of leather. |
Singewinnow the iron mail armour (2 def, 9 armour) Singewinnow the iron mail armour (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% acid Changes resistances penetration: +5% fire Physical save: +5 (+2 eff.) Psi when hit: +0.08 Mental crit. chance: +1% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Erelovon the Magmabait (0 def, 4 armour, 14-17 power, 40 block)Erelovon the Magmabait (0 def, 4 armour, 14-17 power, 40 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +3 Mag / +5 Wil Changes resistances: +21% cold Changes resistances penetration: +10% fire Changes damage: +15% fire Talent granted: +1 Block Handheld deflection devices. |
steel shield 'Rhugorn' (0 def, 7 armour, 16-19 power, 37 block) steel shield 'Rhugorn' (0 def, 7 armour, 16-19 power, 37 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 On weapon hit: * Deal physical damage equal to your armor (50) Damage (Melee): +12 light / +11 darkness When wielded/worn: Armour: +7 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Changes stats: +1 Dex / +2 Mag / +4 Cun Changes resistances: +12% light / +13% darkness Changes damage: +10% light / +12% darkness Talent granted: +1 Block See invisible: +9 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of the stars (0 def, 4 armour, 16-20 power, 41 block)steel shield of the stars (0 def, 4 armour, 16-20 power, 41 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +13 light / +11 darkness When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +1 Cun / +3 Mag Changes resistances: +11% light / +12% darkness Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
190 alchemist agate 190 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Gloomvalor (dig speed 30 turns) Gloomvalor (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Fatigue: -6% Changes stats: +8 Str Changes resistances: +12% darkness Changes damage: +9% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2025 Little Gems 2025 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2025/2025. A set of 2025 tiny explosive spheres. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Rainburst the alchemist's lamp Rainburst the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +10 Str Changes resistances: +2% physical Changes damage: +6% cold Stamina each turn: +2.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Runyhell RunyhellInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Cun Changes resistances: +2% physical Cut immunity: +20% Maximum life: +43.00 Light radius: +3 Damage Shield penetration: +20% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
This item will automatically be transmogrified when you leave the level. Zerisus the Stokeborn (17/17, 14-17 power, 1 apr)Zerisus the Stokeborn (17/17, 14-17 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Damage (Ranged): +16 blight / +12 fire Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +16 blight / +20 mind Shots are used with slings to pummel your foes to death. |
Velana the ash totem of healing [power 176] (15 cooldown) Velana the ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +3% acid Changes damage: +9% acid It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 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. |
6 zircon 6 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 Niariuis the Dwarf Wyrmic level 23
18th Loss 122nd year of Ascendancy at 15:24 see stats
By Niariuis the Dwarf Wyrmic level 23
13rd Loss 122nd year of Ascendancy at 11:07 see stats
By Niariuis the Dwarf Wyrmic level 22
42nd Dearth 122nd year of Ascendancy at 03:19 see stats
By Niariuis the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 14:48 see stats
By Niariuis the Dwarf Wyrmic level 20
10th Dearth 122nd year of Ascendancy at 22:05 see stats
By Niariuis the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 09:34 see stats
By Niariuis the Dwarf Wyrmic level 8
31st Voratun 122nd year of Ascendancy at 22:43 see stats
By Niariuis the Dwarf Wyrmic level 14
14th Profit 122nd year of Ascendancy at 07:44 see stats
By Niariuis the Dwarf Wyrmic level 19
9th Dearth 122nd year of Ascendancy at 09:10 see stats
Log
Belolle the white wolf's is vulnerable to attacks and effects!
Niariuis performs a melee critical strike against Belolle the white wolf!
Niariuis performs a melee critical strike against Belolle the white wolf!
Niariuis hits Belolle the white wolf for 14 acid, 4 lightning, 2 darkness, 7 fire, 3 acid, 8 physical, 1 cold, 3 mind, 0 arcane, 18 acid, 4 lightning, 2 darkness, 7 fire, 3 acid, 8 physical, 1 cold, 3 mind, 0 arcane, 14 acid, 4 lightning, 2 darkness, 7 fire, 3 acid, 8 physical, 1 cold, 3 mind, 0 arcane, 17 acid (143 total damage).
Melee retaliation hits Niariuis for 4 cold, 3 cold, 3 cold, 3 cold, 3 cold, 3 cold, 3 cold, 3 cold (25 total damage).
Niariuis killed Belolle the white wolf!
Niariuis picks up (K.): Erelovon the Magmabait (0 def, 4 armour, 14-17 power, 40 block).
Silevea the yellow ooze rushes out!
Niariuis instinctively hardens her skin and ignores the attack!
Niariuis repels an attack from Silevea the yellow ooze.
Niariuis instinctively hardens her skin and ignores the attack!
Niariuis repels an attack from Silevea the yellow ooze.
Silevea the yellow ooze is not stunned anymore.
Welcome to level 24 [Niariuis].
Niariuis has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
You have gained one more life (5 remaining).
Niariuis hits Silevea the yellow ooze for 48 mind, 4 lightning, 2 darkness, 5 fire, 3 acid, 9 physical, 3 cold, 3 mind, 0 arcane, 39 mind (117 total damage).
Niariuis killed Silevea the yellow ooze!
Niariuis is not stunned anymore.
Niariuis picks up (p.): Nimbussorrow the steel dagger (12-16 power, 6 apr).
You pickup 1.00 gold pieces.
Niariuis picks up (V.): miner's iron pickaxe (dig speed 29 turns).
Niariuis deactivates Psiblades.
Niariuis activates Psiblades.
Niariuis deactivates Icy Skin.
Niariuis activates Icy Skin.