Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 32 / 41% |
Size | medium |
Lifes / Deaths | Killed by Nerunne the storm drake at level 31 on the 15th Pyre 123rd year of Ascendancy at 04:23 / 2Killed by Vorilaith the umbral horror at level 32 on the 38th Pyre 123rd year of Ascendancy at 03:02 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 31 (base 15) |
Constitution | 17 (base 10) |
Magic | 98 (base 60) |
Willpower | 31 (base 10) |
Cunning | 101 (base 60) |
Resources
Life | -704/854 |
Mana | 34/391 |
Stamina | 149/278 |
Healing Factor | 1.222941519274 |
Regeneration | 21.095741207477 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.0872192862953E-12% |
Spell | 0% |
Global | +115.47948690376% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 53.053173795897 |
See Invisible | 61.053173795897 |
Offense: Mainhand
Damage | 48 |
Accuracy | 46 |
Crit Chance | 33% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +33% |
Light | +18% |
Temporal | +6% |
Nature | +3% |
Cold | +31% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Darkness | +10% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | 25.5 (43.579428603723%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 9 |
Physical Save | 34 |
Spell Save | 53 |
Mental Save | 40 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 16%( 70%) |
All | + 10%( 70%) |
Lightning | + 48%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 14%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 52%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 33% |
Bleed Resistance | 20% |
Confusion Resistance | 86% |
Stun Resistance | 53% |
Instadeath Resistance | 100% |
Blind Resistance | 57% |
Inscriptions (5/5)
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 823% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: 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 mental and magical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 698 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 279 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -543 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1086 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +33% Confusion immunity: +32% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Airwar AirwarCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +25 (+11 eff.) Changes resistances: +6% lightning / +3% temporal / +6% nature Changes damage: +18% lightning / +6% temporal Blindness immunity: +22% Disease immunity: +10% Confusion immunity: +14% Only die when reaching: -20.00 life Light radius: +7 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
Tool | Drunaritar the Glowwreath [power 116] (13 cooldown) Drunaritar the Glowwreath [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +5% arcane Changes damage: +18% light Blindness immunity: +20% Disease immunity: +20% Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite quartz ring stralite quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +4% physical / +34% fire Changes resistances penetration: +10% acid Changes damage: +17% fire Spell save: +17 (+5 eff.) Confusion immunity: +20% Stun/Freeze immunity: +30% Life regen: +17.00 Maximum life: +57.00 Maximum stamina: +33.00 Healing mod.: +16% Rings make your fingers look great! |
On fingers | Relgymadar RelgymadarCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +10 Cun / +10 Wil Changes resistances: +3% blight / +6% cold Physical save: +9 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +8 (+3 eff.) Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
Around waist | Scabgrind the drakeskin leather belt Scabgrind the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +15 Wil / +6 Cun Changes damage: +3% nature Damage against: +29% Summoned Reduced damage from: +35% Summoned Mental save: +15 (+5 eff.) Disease immunity: +15% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. It was changed by the digestive sack. |
In main hand | elven-wood magestaff 'Bethuvea' (138% power, 5 apr, cold element) elven-wood magestaff 'Bethuvea' (138% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes resistances: +5% arcane Changes damage: +31% cold Talent granted: +1 Command Staff Critical mult.: +23.00% Spell save: +3 (+1 eff.) Cut immunity: +20% Confusion immunity: +20% Mana each turn: +0.22 Spellpower: +34 (+8 eff.) Spell crit. chance: +4% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Strikenoon (3 def, 15 armour) =20p= Strikenoon (3 def, 15 armour) =20p=Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes resistances: +21% lightning / +12% fire Changes resistances penetration: +10% darkness / +20% lightning Physical save: +8 (+4 eff.) A suit of armour made of mail. |
Cloak | linen cloak 'Adina' (1 def, 0 armour) linen cloak 'Adina' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+5 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +2 Con Only die when reaching: -40.00 life Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
healing infusion of the sneak (heal 256; cd 11) healing infusion of the sneak (heal 256; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 703%; cd 15) movement infusion of the sneak (speed 703%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; mental, physical; dur 4; cd 15) wild infusion of the psychic (res 25%; mental, physical; dur 4; cd 15)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 cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; mental; dur 4; cd 14) wild infusion of the sneak (res 36%; mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
biting gale rune of the sneak (damage 349; dur 4; cd 15) biting gale rune of the sneak (damage 349; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 348.72 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 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 sneak (absorb 395; dur 5; cd 16) shielding rune of the sneak (absorb 395; 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 395 damage for 5 turns. 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. |
Strikepiercer StrikepiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +7 (+4 eff.) Defense: +30 (+13 eff.) Changes stats: +3 Dex / +7 Con Changes resistances: +12% lightning Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
archmage's steel amulet archmage's steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +4% fire / +4% cold / +5% lightning Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
copper amulet 'Chameldil' copper amulet 'Chameldil'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +30 (+13 eff.) Changes stats: +2 Str / +3 Con Changes resistances penetration: +25% acid Changes damage: +6% blight / +5% fire / +9% physical Critical mult.: +11.00% Stamina each turn: +2.00 Spellpower: +6 (+1 eff.) Amulets make your neck look great! |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
Murksage =5c= Murksage =5c=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +15% darkness Changes resistances penetration: +25% darkness / +5% cold Rings make your fingers look great! |
Xytta the Woewill Xytta the WoewillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +3% darkness / +6% temporal Changes damage: +9% darkness Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
copper opal ring copper opal ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +4 Cun / +2 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper opal ring copper opal ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Life regen: +6.00 Maximum life: +46.00 Healing mod.: +11% Rings make your fingers look great! |
gladiator's copper ring of corrosion (+22%) gladiator's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +14.00 Maximum life: +66.00 Healing mod.: +13% Rings make your fingers look great! |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
titan's copper ring of the mountain (+11%) titan's copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% physical Changes damage: +11% physical Physical save: +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
Yvulrakira the Fireblack (104% power, 6 apr) =8str= Yvulrakira the Fireblack (104% power, 6 apr) =8str=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x 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% Damage (Melee): +10 light Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 physical Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +8 Str Changes damage: +12% physical Sharp, short and deadly. |
mighty yew longbow of dexterity (+3) =9d= mighty yew longbow of dexterity (+3) =9d=Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +3 Str / +9 Dex Changes resistances penetration: +8% physical Longbows are used to shoot arrows at your foes. |
manaburning dwarven-steel longsword of enduring (123% power, 4 apr) =11c= manaburning dwarven-steel longsword of enduring (123% power, 4 apr) =11c=Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Changes stats: +11 Con / +11 Wil Maximum life: +18.00 Sharp, long, and deadly. |
Thunderreign the thorny mindstar (96% power, 24 apr, nature damage) Thunderreign the thorny mindstar (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 mind / +4 cold Damage (radius 1) on hit: +16 lightning / +8 cold When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +4 Cun Changes resistances: +12% mind Talent granted: +1 Attune Mindstar Critical mult.: +12.00% Mindpower: +6 (+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. |
vined mindstar 'Gilydorand' (83% power, 18 apr, nature damage) =8dex= vined mindstar 'Gilydorand' (83% power, 18 apr, nature damage) =8dex=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature 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% When wielded/worn: Damage (Melee): 8 mind / 4 darkness Changes stats: +1 Str / +8 Dex Changes resistances: +3% light Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Knockback immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +1 See invisible: +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. |
greater elven-wood magestaff of might (129% power, 5 apr, lightning element) greater elven-wood magestaff of might (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff (129% power, 5 apr, lightning element) infernal elven-wood magestaff (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +18 (+4 eff.) Spell crit. chance: +4% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
insulating hardened leather belt of burglary =4d= insulating hardened leather belt of burglary =4d=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +7 Lck Changes resistances: +7% fire / +6% cold Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
stormwoven silk robe of life (0 def, 0 armour) stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +13% blight / +12% cold / +8% lightning / +13% all Changes damage: +17% lightning / +11% physical / +13% cold Life regen: +2.50 Maximum life: +65.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Lisynn' (0 def, 0 armour) woollen robe 'Lisynn' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +2 Cun Changes resistances: +16% temporal / +9% all Changes damage: +19% arcane / +15% temporal Maximum mana: +46.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balancefame (0 def, 3 armour) =4c5s= Balancefame (0 def, 3 armour) =4c5s=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 55% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +3 Wil / +4 Cun / +4 Con Changes resistances: +9% nature Changes damage: +7% physical Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Size category: +1 A pair of boots made of leather. |
Galydunarek (0 def, 1 armour) =5c= Galydunarek (0 def, 1 armour) =5c=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 43% Changes stats: +5 Con / +2 Mag Changes resistances: +6% temporal Lowers spell cool-downs by: 10% Light radius: +2 A pair of boots made of leather. |
Mardytofang the pair of dwarven-steel boots (0 def, 8 armour) =4d= Mardytofang the pair of dwarven-steel boots (0 def, 8 armour) =4d=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +8 Fatigue: +3% Changes stats: +4 Dex Changes damage: +18% mind Maximum stamina: +20.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Brightcut' (0 def, 4 armour) =6c= pair of dwarven-steel boots 'Brightcut' (0 def, 4 armour) =6c=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +2 Str / +3 Cun / +6 Con Changes resistances: +7% lightning / +6% temporal / +6% fire / +6% blight Changes damage: +3% blight Physical save: +13 (+6 eff.) Mental save: +14 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowmaster (0 def, 1 armour) =4c= Glowmaster (0 def, 1 armour) =4c=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +4 Con Changes resistances penetration: +10% light Changes damage: +12% light Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +24% See invisible: +12 When used to modify unarmed attacks: Power: 97% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyusher (0 def, 2 armour) =20pen= Skyusher (0 def, 2 armour) =20pen=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage (Melee): 10 mind Changes resistances: +7% mind / +6% lightning Changes resistances penetration: +20% darkness / +20% lightning Changes damage: +6% mind / +3% lightning When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Uladodir' (0 def, 2 armour) =4d= hardened leather gloves 'Uladodir' (0 def, 2 armour) =4d=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 darkness / 7 arcane Damage when hit (Melee): 2 arcane Changes stats: +4 Dex / +7 Mag / +7 Wil / +2 Cun Changes resistances: +6% light / +4% arcane / +15% darkness Changes damage: +5% darkness / +6% arcane Spellpower: +6 (+1 eff.) Infravision radius: +1 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 6% chance to reduce damage dealt by 23% Damage (Melee): +10 arcane Damage (radius 2) on crit: +10 light / +11 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 79.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Camosakor the hardened leather cap (10 def, 17 armour) Camosakor the hardened leather cap (10 def, 17 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Defense: +10 (+5 eff.) Fatigue: +3% Changes resistances: +9% acid / +6% cold / +6% all Changes damage: +6% temporal Physical save: +15 (+7 eff.) Maximum life: +60.00 Infravision radius: +2 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Hatheldir (18 def, 4 armour) Hatheldir (18 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +18 (+9 eff.) Fatigue: +6% Changes resistances: +7% acid / +6% cold Changes damage: +12% mind Allows you to breathe in: water Physical save: +15 (+7 eff.) Psi when hit: +0.04 A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) =4c= Skin of Many (12 def, 6 armour) =4c=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
marauder's cured leather armour of Eyal (9 def, 4 armour) =5str= marauder's cured leather armour of Eyal (9 def, 4 armour) =5str=Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Fatigue: +7% Changes stats: +5 Str / +4 Dex Physical save: +8 (+4 eff.) Life regen: +1.00 Maximum life: +26.00 Healing mod.: +11% A suit of armour made of leather. |
11 agate 11 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. |
437 alchemist agate 437 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 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 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Harumas the iron pickaxe (dig speed 39 turns) Harumas the iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature Critical mult.: +5.00% Cut immunity: +10% Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern 'Yvurikira' =4c= brass lantern 'Yvurikira' =4c=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +4 Con Changes resistances: +6% fire Changes damage: +9% temporal Light radius: +4 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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. |
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. |
3 garnet 3 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 (2/2) Rod of Recall (2/2)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 172 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. |
Charbliss [power 175] (13 cooldown) =11= Charbliss [power 175] (13 cooldown) =11=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Str / +11 Con Changes resistances: +6% blight Changes resistances penetration: +20% fire It can be used to blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Druldir [power 116] (13 cooldown) =4d= Druldir [power 116] (13 cooldown) =4d=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +4 Dex / +1 Wil Reduces incoming crit damage: 15.00% Stamina each turn: +2.00 Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Morningstreaker the ash totem of healing [power 194] (13 cooldown) Morningstreaker the ash totem of healing [power 194] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% blight Changes resistances penetration: +10% blight Changes damage: +9% darkness / +3% blight Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 52. Natural totems are made by powerful wilders to store nature power. |
Veluldawe the Hellstouch [power 296] (13 cooldown) =4c= Veluldawe the Hellstouch [power 296] (13 cooldown) =4c=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Str / +4 Con Changes resistances: +9% fire Changes resistances penetration: +15% fire It can be used to sting an enemy dealing 305 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 41% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 110] (13 cooldown) powerful elm totem of healing [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 32
29th Pyre 123rd year of Ascendancy at 15:40 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 31
15th Pyre 123rd year of Ascendancy at 19:41 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 25
58th Dusk 122nd year of Ascendancy at 12:41 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 31
25th Pyre 123rd year of Ascendancy at 16:01 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 32
29th Pyre 123rd year of Ascendancy at 14:57 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 00:38 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 20
28th Dusk 122nd year of Ascendancy at 18:16 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 30
70th Regrowth 123rd year of Ascendancy at 09:54 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 32
29th Pyre 123rd year of Ascendancy at 15:40 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 27
43rd Haze 122nd year of Ascendancy at 12:21 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 30
70th Regrowth 123rd year of Ascendancy at 16:19 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 15
8th Dusk 122nd year of Ascendancy at 16:48 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 32
29th Pyre 123rd year of Ascendancy at 15:40 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 31
15th Pyre 123rd year of Ascendancy at 04:15 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 7
1st Mirth 122nd year of Ascendancy at 10:26 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 32
29th Pyre 123rd year of Ascendancy at 15:40 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 19:26 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 26
2nd Haze 122nd year of Ascendancy at 21:35 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 24
56th Dusk 122nd year of Ascendancy at 03:08 see stats
By THELOSTLANDISREAL!!! the Higher Arcane Blade level 17
18th Dusk 122nd year of Ascendancy at 06:57 see stats
Log
THELOSTLANDISREAL!!! killed Shadow!
Vorilaith the umbral horror uses Venomous Strike.
Vorilaith the umbral horror performs a melee critical strike against THELOSTLANDISREAL!!!!
Vorilaith the umbral horror performs a melee critical strike against THELOSTLANDISREAL!!!!
THELOSTLANDISREAL!!! is poisoned!
THELOSTLANDISREAL!!! is poisoned!
Vorilaith the umbral horror strikes THELOSTLANDISREAL!!! in the darkness (+44% damage).
Melee retaliation hits Vorilaith the umbral horror for 8 temporal, 8 light, 8 temporal, 8 light (32 total damage).
Vorilaith the umbral horror hits THELOSTLANDISREAL!!! for 445 nature, 301 nature (745 total damage).
Vorilaith the umbral horror receives 364 healing from Venomous Strike.
Betiriakira the elder vampire's defensive darkness area effect hits THELOSTLANDISREAL!!! for 8 darkness damage.
Betiriakira the elder vampire's defensive darkness area effect hits Vorilaith the umbral horror for 3 darkness damage.
Betiriakira the elder vampire's defensive darkness area effect hits Shadow for 0 darkness damage.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits THELOSTLANDISREAL!!! for 56 physical damage.
Melee retaliation hits Shadow for 0 temporal, 0 light (0 total damage).
Vorilaith the umbral horror uses Dual Strike.
Vorilaith the umbral horror performs a melee critical strike against THELOSTLANDISREAL!!!!
Poison bursts out of THELOSTLANDISREAL!!!'s corpse!
THELOSTLANDISREAL!!! resists the stunning strike!
Vorilaith the umbral horror performs a melee critical strike against THELOSTLANDISREAL!!!!
Vorilaith the umbral horror strikes THELOSTLANDISREAL!!! in the darkness (+44% damage).
Melee retaliation hits Vorilaith the umbral horror for 8 temporal, 8 light, 8 temporal, 8 light (32 total damage).
Vorilaith the umbral horror hits THELOSTLANDISREAL!!! for 249 physical damage.
THELOSTLANDISREAL!!! the level 32 higher arcane blade was torn limb from limb to death by Vorilaith the umbral horror on level 1 of Dreadfell.
The furious lightning storm around THELOSTLANDISREAL!!! calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.