Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 17 / 85% |
Size | medium |
Lifes / Deaths | Killed by orc corruptor at level 15 on the 6th Dusk 122nd year of Ascendancy at 13:36 1 / 5Killed by Whup at level 17 on the 50th Dusk 122nd year of Ascendancy at 14:45 Killed by ritch flamespitter at level 17 on the 50th Dusk 122nd year of Ascendancy at 21:36 Killed by rogue at level 17 on the 54th Dusk 122nd year of Ascendancy at 15:56 Killed by Whup at level 17 on the 54th Dusk 122nd year of Ascendancy at 16:36 |
Antimagic | Follower |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 31 (base 27) |
Magic | 12 (base 10) |
Willpower | 48 (base 32) |
Cunning | 40 (base 31) |
Resources
Life | 297/297 |
Equilibrium | 0 |
Psi | 320/320 |
Healing Factor | 1.1658714593978 |
Regeneration | 4.9549537024406 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 30.359939435378 |
See Invisible | 30.359939435378 |
Offense: Mainhand
Damage | 25 |
Accuracy | 32 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 32 |
Crit Chance | 18% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Cold | +6% |
Nature | +15% |
Blight | +9% |
Physical | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 27.37 |
Spell Save | 25.83 |
Mental Save | 42 |
Defense: Resistances
Acid | + 24%( 70%) |
Lightning | + 15%( 70%) |
Nature | + 26%( 70%) |
Mind | + 13%( 70%) |
Physical | + 14%( 70%) |
Fire | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Stun Resistance | 43% |
Poison Resistance | 80% |
Blind Resistance | 10% |
Inscriptions (3/3)
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 196 life over 5 turns. 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 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Psionic / Dream Forge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Gigawen the vampire. Escort: temporal explorer (level 2 of Old Forest) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | Singeparry (0 def, 2 armour) Singeparry (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% acid / +9% fire Changes resistances penetration: +10% cold Changes damage: +9% acid / +12% fire Infravision radius: +2 A pair of boots made of leather. |
Light source | brass lantern 'Arathel' brass lantern 'Arathel'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Mag Reduces incoming crit damage: 15.00% Maximum life: +45.00 Light radius: +3 Infravision radius: +2 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 | hardened leather cap 'Freezeravage' (0 def, 3 armour) hardened leather cap 'Freezeravage' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 mind Changes stats: +3 Dex Changes damage: +6% cold Mental save: +12 (+4 eff.) Equilibrium when hit: +0.12 Maximum psi: +40.00 A cap made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+5 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 64 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Runylar the copper ring Runylar the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% mind / +9% lightning Poison immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
On fingers | Xymira the copper ring Xymira the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +3 Wil Changes damage: +6% acid Mental save: +6 (+2 eff.) Blindness immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | mossy mindstar 'Silimira' (2-3 power, 12 apr, mind damage) mossy mindstar 'Silimira' (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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 | Brodykhad BrodykhadCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Wil / +4 Cun / +1 Con / +5 Lck Changes damage: +9% blight Reduces incoming crit damage: 10.00% Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 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: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | Adybeth (1 def, 0 armour) Adybeth (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 Cun / +3 Con Changes damage: +9% acid Maximum life: +30.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Elinne (0 def, 0 armour) Elinne (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% physical / +7% all Mental save: +17 (+5 eff.) Disarm immunity: +20% Knockback immunity: +10% Life regen: +2.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +6% blight Mental save: +6 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +22% Life regen: +2.00 Only die when reaching: -20.00 life Spellpower: +6 (+6 eff.) Mindpower: +5 (+1 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of daylight (34-52 power, 2 apr)dwarven-steel battleaxe of daylight (34-52 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +10% Undead Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of massacre (27-40 power, 2 apr)flaming steel battleaxe of massacre (27-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +10 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (20-29 power, 2 apr)steel battleaxe (20-29 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of evisceration (22-32 power, 2 apr)steel battleaxe of evisceration (22-32 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: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Shockvein (12-16 power, 6 apr)Shockvein (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: +6 (+6 eff.) Armour penetration: +7 Damage when hit (Melee): 4 lightning Changes resistances: +2% physical Changes resistances penetration: +7% all Mental save: +3 (+1 eff.) Pinning immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel dagger of massacre (17-22 power, 6 apr)slime-covered steel dagger of massacre (17-22 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 55% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr)balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+6 eff.) Defense: +9 (+5 eff.) Disarm immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (26-41 power, 2 apr)balanced steel greatsword (26-41 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+6 eff.) Defense: +10 (+5 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming iron greatsword of daylight (16-25 power, 1 apr)flaming iron greatsword of daylight (16-25 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: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 light Damage (radius 1) on hit: +9 fire Damage against: +10% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming steel greatsword of the mystic (22-35 power, 2 apr)flaming steel greatsword of the mystic (22-35 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +10 fire When wielded/worn: Changes stats: +5 Mag / +3 Wil Spellpower: +9 (+8 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of dampening (24-38 power, 2 apr)steel greatsword of dampening (24-38 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +10% lightning / +12% cold / +12% fire / +5% all Spell save: +9 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 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 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. throat-seeking yew longbowthroat-seeking yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 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 On weapon crit: * silences the target Damage (Ranged): +8 nature When wielded/worn: Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Samenarisin the dwarven-steel longsword (22-31 power, 4 apr)Samenarisin the dwarven-steel longsword (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 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% Damage (Melee): +7 nature When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel longsword (14-19 power, 3 apr)hateful steel longsword (14-19 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel longsword (14-19 power, 3 apr)hateful steel longsword (14-19 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +9% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of erosion (16-22 power, 3 apr)steel longsword of erosion (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of vileness (14-19 power, 3 apr)steel longsword of vileness (14-19 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +10 blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Fireschism' (12-18 power, 3 apr)steel mace 'Fireschism' (12-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str Changes resistances: +3% lightning / +6% light / +9% blight Changes resistances penetration: +15% fire Changes damage: +6% physical Blunt and deadly. |
mossy mindstar (2-2 power, 12 apr, mind damage) mossy mindstar (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (3-3 power, 12 apr, nature damage) mossy mindstar (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. vined mindstar 'Polomiba' (14-16 power, 18 apr, nature damage)vined mindstar 'Polomiba' (14-16 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 14.5 - 16.0 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: Physical power: +10 (+3 eff.) Damage (Melee): 7 mind / 3 darkness Changes stats: +2 Cun / +2 Wil Changes resistances: +2% physical Changes resistances penetration: +4% physical Changes damage: +3% physical / +4% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +15.00 Maximum stamina: +10.00 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. BlindticklerBlindtickler Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% acid / +12% light / +12% blight / +9% cold / +5% arcane Reduces incoming crit damage: 5.00% Blindness immunity: +10% Life regen: +2.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +6 Mental save: +5 (+1 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. cashmere robe of the mind (+11%) (0 def, 0 armour)cashmere robe of the mind (+11%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% mind / +11% all Changes damage: +11% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe of frost (+19%) (0 def, 0 armour)focusing woollen robe of frost (+19%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% all / +19% cold Changes damage: +13% cold Mana each turn: +0.10 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Isuma' (0 def, 6 armour)pair of dwarven-steel boots 'Isuma' (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 2 temporal Changes resistances: +6% lightning / +3% fire / +12% cold Changes resistances penetration: +5% temporal Teleport immunity: +20% Maximum life: +80.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour)pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Radhachak the Blindgrit (0 def, 2 armour)Radhachak the Blindgrit (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 acid Damage when hit (Melee): 4 lightning Changes resistances: +6% acid Changes resistances penetration: +10% lightning Changes damage: +5% acid / +21% darkness / +6% lightning 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+9 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex 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. |
This item will automatically be transmogrified when you leave the level. naturalist's hardened leather gloves of dexterity (+2) (0 def, 2 armour)naturalist's hardened leather gloves of dexterity (+2) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+9 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Dex Changes resistances: +6% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Barkglean (0 def, 3 armour)Barkglean (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 fire Changes resistances: +9% lightning / +7% fire / +8% cold Changes resistances penetration: +15% nature / +25% lightning Changes damage: +9% nature A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Chargeslice the hardened leather cap (0 def, 3 armour)Chargeslice the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances: +7% fire / +13% cold Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +3% cold A cap made of leather. |
Polavea the Sleetwitch (1 def, 0 armour) Polavea the Sleetwitch (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% fire Changes resistances penetration: +5% cold Changes damage: +11% fire Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. bladed rough leather cap of might (0 def, 1 armour)bladed rough leather cap of might (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Con It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 21.7 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Shadowblur the steel mail armour (2 def, 6 armour)Shadowblur the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 darkness Changes stats: +2 Mag / +4 Wil / +4 Cun Changes resistances: +15% fire / +6% physical Physical save: +12 (+5 eff.) Spell save: +3 (+2 eff.) Mental save: +13 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of lightning resistance (2 def, 6 armour)cleansing steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% lightning / +10% nature / +12% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour (4 def, 8 armour)radiant stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +16% blight / +10% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of command (16 def, 11 armour)cleansing hardened leather armour of command (16 def, 11 armour) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +16 (+8 eff.) Fatigue: +8% Changes stats: +2 Cun Changes resistances: +12% nature / +11% blight Mental save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming steel shield (0 def, 4 armour, 41.5 block)flaming steel shield (0 def, 4 armour, 41.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of mind resistance (+14%) (0 def, 5 armour, 65 block)reinforced steel shield of mind resistance (+14%) (0 def, 5 armour, 65 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +14% mind Talent granted: +1 Block Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
117 alchemist agate 117 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. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beadas the Vilemistress (dig speed 38 turns) Beadas the Vilemistress (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature / +9% temporal Changes resistances penetration: +20% nature Changes damage: +6% nature Physical save: +6 (+2 eff.) Maximum life: +60.00 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. Freezequencher (dig speed 16 turns)Freezequencher (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid / 2 cold Changes stats: +2 Str Changes resistances: +3% fire Changes damage: +12% acid Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +26.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Fuledil the DazzleticklerFuledil the Dazzletickler Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 light Changes stats: +5 Wil Changes resistances penetration: +5% lightning / +10% cold Changes damage: +21% light Critical mult.: +13.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Bleakkin'alchemist's lamp 'Bleakkin' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes resistances penetration: +5% nature Changes damage: +15% light / +9% darkness Mental save: +11 (+3 eff.) Light radius: +6 See stealth: +10 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
3 amethyst 3 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. |
This item will automatically be transmogrified when you leave the level. ash wand of conjuration [power 155] (13 cooldown)ash wand of conjuration [power 155] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 155 lightning damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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. |
6 citrine 6 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 Whup the Cornac Solipsist level 15
6th Dusk 122nd year of Ascendancy at 16:04 see stats
By Whup the Cornac Solipsist level 16
37th Dusk 122nd year of Ascendancy at 22:48 see stats
By Whup the Cornac Solipsist level 10
1st Mirth 122nd year of Ascendancy at 07:33 see stats
By Whup the Cornac Solipsist level 10
1st Mirth 122nd year of Ascendancy at 23:44 see stats
By Whup the Cornac Solipsist level 17
54th Dusk 122nd year of Ascendancy at 16:36 see stats
Log
Whup receives 3 healing (1 psi heal).
Talent Forge Bellows is ready to use.
Whup receives 2 healing (1 psi heal).
Whup receives 2 healing (1 psi heal).
Talent Thought-Form: Warrior is ready to use.
Talent Thought-Form: Bowman is ready to use.
Whup receives 2 healing (1 psi heal).
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Whup receives 2 healing (1 psi heal).
Talent Conversion is ready to use.
Whup receives 2 healing (1 psi heal).
Whup receives 2 healing (1 psi heal).
Whup receives 2 healing (1 psi heal).
Whup receives 1 healing (1 psi heal).
Whup receives 1 healing (1 psi heal).
Whup receives 1 healing (1 psi heal).
Whup receives 1 healing (1 psi heal).
Talent Thought-Form: Defender is ready to use.
Whup receives 1 healing (1 psi heal).
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!