Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Corruptor |
Level / Exp | 31 / 15% |
Size | medium |
Lifes / Deaths | Killed by Ivitha the chitinous spider at level 31 on the 12nd Regrowth 123rd year of Ascendancy at 16:30 / 1 |
Primary Stats
Strength | 36 (base 10) |
Dexterity | 28 (base 10) |
Constitution | 63 (base 34) |
Magic | 97 (base 55) |
Willpower | 21 (base 16) |
Cunning | 49 (base 40) |
Resources
Life | -144/1647 |
Vim | 7/174 |
Healing Factor | 1.8112017167382 |
Regeneration | 36.133474248928 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Invisible | 33 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 43 |
Accuracy | 30 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Blight | 0% |
Arcane | +4% |
Cold | +34% |
All | 0% |
Lightning | +13% |
Light | +16% |
Darkness | +18% |
Mind | +24% |
Nature | +9% |
Offense: Damage Penetration
Darkness | +10% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (64.670658682635%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 46 |
Mental Save | 43 |
Defense: Resistances
Acid | + 31%( 73%) |
Blight | + 44%( 73%) |
Arcane | + 30%( 73%) |
Cold | + 32%( 73%) |
All | + 27%( 73%) |
Lightning | + 65%( 73%) |
Light | + 40%( 73%) |
Temporal | + 34%( 73%) |
Mind | + 33%( 73%) |
Darkness | + 37%( 73%) |
Fire | + 37%( 73%) |
Nature | + 37%( 73%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Bone Shield |
talent | Dark Ritual |
talent | Blood Fury |
talent | Blood Vengeance |
detrimental effect | The target is confused, acting randomly (chance 46%) and unable to perform complex actions. Confused |
beneficial effect | Increases defense by 12. Mobile Defense |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Elille the giant red ant. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Ketur. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Sulfurblack' (0 def, 1 armour) pair of rough leather boots 'Sulfurblack' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% temporal Changes damage: +9% nature Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +10% Life regen: +6.00 Maximum life: +60.00 Healing mod.: +10% A pair of boots made of leather. |
Light source | Gigalratta the alchemist's lamp Gigalratta the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag / +3 Cun / +3 Con Changes resistances: +7% cold / +7% temporal Light radius: +4 See invisible: +6 Defense after a teleport: +11 Resist all after a teleport: +16% New effects duration reduction after a teleport: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Belowe the rough leather cap (5 def, 6 armour) Belowe the rough leather cap (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +5% arcane / +3% all Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +40.00 A cap made of leather. |
Tool | iron torque of clear mind [power 1] (25 cooldown) iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Duathelquarry DuathelquarryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +5 Dex / +4 Wil Changes resistances: +6% darkness Changes damage: +9% darkness Stun/Freeze immunity: +32% Life regen: +3.00 Infravision radius: +2 See invisible: +9 Rings can have magical properties. |
On fingers | Daimybar the gold ring Daimybar the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Damage (Melee): 28 light Damage (Ranged): 24 light Changes stats: +4 Dex / +10 Mag / +4 Cun Changes resistances: +6% acid / +6% light Changes damage: +16% light Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around waist | hardened leather belt 'Eremorek' hardened leather belt 'Eremorek'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +12% lightning / +3% fire / +6% mind / +12% light Changes damage: +9% mind Stealth bonus: +10 A belt that goes around your waist. |
In main hand | elven-wood magestaff 'Coalkiss' (25-30 power, 5 apr, cold element) elven-wood magestaff 'Coalkiss' (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes resistances: +3% mind Changes resistances penetration: +10% darkness / +10% mind Changes damage: +25% cold / +9% darkness / +15% mind Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
On hands | Abysswire (0 def, 2 armour) Abysswire (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage (Melee): 5 acid / 5 fire / 5 lightning / 5 cold Changes stats: +2 Dex / +6 Mag / +3 Wil Changes resistances: +12% fire Changes resistances penetration: +5% mind Changes damage: +4% arcane 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. |
Main armor | woollen robe 'Frozenworm' (0 def, 0 armour) woollen robe 'Frozenworm' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Cun / +2 Str Changes resistances: +12% blight / +19% lightning / +9% all Changes damage: +13% lightning / +9% cold Life regen: +3.70 Maximum life: +92.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Silitha the linen cloak (1 def, 0 armour) Silitha the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Str Changes resistances: +12% nature / +12% blight Life regen: +3.00 Vim when firing critical spell: +2.00 Spellpower: +30 (+7 eff.) See invisible: +18 Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Yaradir' gold amulet 'Yaradir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: -6% Changes stats: +6 Dex / +3 Cun / +7 Con Changes resistances: +22% lightning / +9% darkness / +3% nature Changes resistances cap: +3% all Physical save: +16 (+6 eff.) Stun/Freeze immunity: +27% Life regen: +2.00 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Inventory
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 254; dur 3; cd 17) shielding rune of the duelist (absorb 254; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 300; dur 5; cd 16) shielding rune of the duelist (absorb 300; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 300 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Deepsbait the copper amulet Deepsbait the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +3% acid / +12% light / +17% darkness Blindness immunity: +20% Amulets can have magical properties. |
copper amulet 'Abyssmarrow' copper amulet 'Abyssmarrow'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +13% temporal Changes resistances penetration: +15% fire / +10% cold Changes damage: +3% lightning / +3% fire Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
Aradalaith AradalaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +6% acid Reduces incoming crit damage: 15.00% Knockback immunity: +10% Rings can have magical properties. |
Chalibar the Willowmark Chalibar the WillowmarkCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +5% arcane / +9% lightning Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Rings can have magical properties. |
Glaciersear the steel ring Glaciersear the steel ringInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +6 Wil Changes resistances: +11% mind / +12% cold Changes damage: +11% mind / +3% cold Mental save: +12 (+4 eff.) Rings can have magical properties. |
Glimmerwinnow GlimmerwinnowPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +13% acid / +39% light / +12% fire / +18% cold / +17% lightning Changes damage: +15% light Physical save: +6 (+2 eff.) Infravision radius: +2 Rings can have magical properties. |
Kindlebender the copper ring Kindlebender the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +3% light / +9% nature Light radius: +1 Rings can have magical properties. |
gladiator's gold ring of sensing gladiator's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +5 Con Blindness immunity: +35% Infravision radius: +4 See stealth: +9 See invisible: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel longsword (14.5-20.3 power, 3 apr)steel longsword (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
Arthegorn the elm vilestaff (10-12 power, 2 apr, blight element) Arthegorn the elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% darkness Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Ce'Nata the ash magestaff (15-18 power, 3 apr, blight element) Ce'Nata the ash magestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +2 Wil Changes damage: +21% blight Talent granted: +1 Command Staff Physical save: +14 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Cut immunity: +10% Knockback immunity: +20% Only die when reaching: -40.00 life Maximum mana: +10.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Khelekhad the yew magestaff (20-24 power, 4 apr, arcane element) Khelekhad the yew magestaff (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Physical power: +15 (+7 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% Maximum stamina: +30.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
ethereal ash magestaff of greater warding (15-18 power, 3 apr, lightning element) ethereal ash magestaff of greater warding (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +21 (+7 eff.) Maximum wards: +3 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
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: +9 (+3 eff.) Stealth bonus: +6 Mental save: +7 (+2 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Glorama the linen cloak (7 def, 0 armour) Glorama the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Damage when hit (Melee): 2 acid Changes stats: +2 Wil Changes resistances penetration: +10% mind Changes damage: +6% acid Physical save: +6 (+2 eff.) Psi when hit: +0.16 Mindpower: +15 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloridhera the linen cloak (1 def, 0 armour) Gloridhera the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Cun / +2 Dex Changes resistances: +9% blight / +9% cold / +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorirenn the linen cloak (1 def, 0 armour) Vorirenn the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Wil Changes resistances: +9% acid / +3% temporal Mental save: +6 (+2 eff.) Blindness immunity: +20% Disease immunity: +10% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betatira the Hellsnoon (5 def, 7 armour) Betatira the Hellsnoon (5 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +5 (+2 eff.) Changes stats: +1 Cun / +3 Mag Changes resistances: +28% darkness / +9% light / +13% all Changes damage: +15% fire / +7% light / +13% darkness Critical mult.: +18.00% Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +53.00 Maximum mana: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Light radius: +3 Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hathodor the woollen robe (0 def, 0 armour) Hathodor the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +5% cold / +42% nature / +9% all Changes damage: +5% lightning / +7% physical / +28% nature / +10% cold Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Raingrinder (0 def, 4 armour) Raingrinder (0 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +5 Mag / +4 Wil / +1 Con Changes resistances: +7% all Changes damage: +3% cold Mana each turn: +0.10 Psi each turn: +0.11 Hate when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of corrosion (+28%) (0 def, 0 armour) dreamer's silk robe of corrosion (+28%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +28% acid / +13% darkness / +15% mind / +13% all Changes damage: +19% acid Physical save: +14 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of corrosion (+21%) (0 def, 0 armour) dreamer's silk robe of corrosion (+21%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +21% acid / +12% darkness / +13% mind / +13% all Changes damage: +14% acid Physical save: +14 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +28 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of time (+11%) (0 def, 0 armour) spellwoven linen robe of time (+11%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +11% temporal Changes damage: +11% temporal Spell save: +16 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of blight (+12%) (0 def, 0 armour) timebroken silk robe of blight (+12%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +12% blight / +13% all Changes damage: +12% blight / +12% temporal / +5% arcane Maximum mana: +54.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belebar the Darkreeve (15 def, 14 armour) Belebar the Darkreeve (15 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +3 Con Changes resistances: +10% fire / +8% cold Changes resistances penetration: +5% darkness Critical mult.: +10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galeserpent the pair of rough leather boots (10 def, 8 armour) Galeserpent the pair of rough leather boots (10 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +8 Defense: +10 (+4 eff.) Changes stats: +2 Con Changes resistances: +1% physical Changes damage: +6% lightning Maximum stamina: +10.00 Infravision radius: +2 A pair of boots made of leather. |
Gimina the Breezeripper (0 def, 1 armour) Gimina the Breezeripper (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 16% Changes stats: +2 Cun / +2 Con Changes resistances: +3% acid / +3% nature / +6% darkness Physical save: +12 (+4 eff.) Mental save: +11 (+3 eff.) A pair of boots made of leather. |
Olybar the Torchbearer (0 def, 3 armour) Olybar the Torchbearer (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 fire Changes stats: +14 Str / +5 Mag / +2 Wil / +2 Cun / +6 Con Changes resistances penetration: +15% acid Changes damage: +6% acid / +7% physical Size category: +1 A pair of boots made of leather. |
Xerivea the Satyrstrike (0 def, 1 armour) Xerivea the Satyrstrike (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes damage: +3% nature Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Loridrantir' (20 def, 3 armour)pair of hardened leather boots 'Loridrantir' (20 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Defense: +20 (+7 eff.) Changes stats: +4 Wil Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Maximum stamina: +30.00 Spellpower: +8 (+2 eff.) A pair of boots made of leather. |
traveler's pair of iron boots of rushing (0 def, 3 armour) traveler's pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +2 Str / +3 Con Maximum encumbrance: +23 Physical save: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. |
Isema the dwarven-steel gauntlets (0 def, 14 armour) Isema the dwarven-steel gauntlets (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +14 Fatigue: +3% Changes resistances: +18% lightning / +5% arcane / +6% mind Physical save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Cut immunity: +10% Knockback immunity: +20% Life regen: +4.00 Maximum life: +58.00 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. |
blighted hardened leather gloves of strength (+2) (0 def, 2 armour) blighted hardened leather gloves of strength (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 5 blight Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +6% blight 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. |
heroic dwarven-steel gauntlets (0 def, 5 armour) heroic dwarven-steel gauntlets (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Mental save: +7 (+2 eff.) Maximum life: +45.00 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. |
iron gauntlets 'Brenygorn' (0 def, 1 armour) iron gauntlets 'Brenygorn' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes stats: +3 Con Changes resistances: +5% nature Changes resistances penetration: +5% arcane Changes damage: +4% nature Only die when reaching: -20.00 life 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. |
Gerig the rough leather cap (0 def, 1 armour) Gerig the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Con Changes damage: +3% acid / +3% mind Physical save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Mental crit. chance: +3% A cap made of leather. |
Pitchgasher (11 def, 0 armour) Pitchgasher (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Str Changes resistances: +28% acid Changes damage: +11% acid / +3% darkness A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Strikegrind (0 def, 7 armour) Strikegrind (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +6 Dex Changes resistances: +6% lightning / +14% cold Changes resistances penetration: +5% lightning Allows you to breathe in: water Mental save: +12 (+4 eff.) Maximum psi: +20.00 Mental crit. chance: +1% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Adytira' (0 def, 3 armour) hardened leather cap 'Adytira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +5 Wil / +7 Cun / +2 Con Changes resistances: +10% blight / +6% mind Mental save: +8 (+2 eff.) A cap made of leather. |
9 agate 9 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. |
363 alchemist agate 363 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 onyx 2 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. |
7 aquamarine 7 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
3 opal 3 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. |
2 topaz 2 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. |
Oozequell (dig speed 20 turns) Oozequell (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +5% fire / +12% nature / +3% light Changes resistances penetration: +5% light Changes damage: +9% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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. |
Shockcrypt the alchemist's lamp Shockcrypt the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Con Changes resistances: +10% blight Changes resistances penetration: +10% lightning / +15% light Life regen: +5.00 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +8% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(70 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eremusin [power 250] (15 cooldown) Eremusin [power 250] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +30 (+10 eff.) Changes stats: +2 Con Changes resistances penetration: +10% blight Changes damage: +9% arcane Critical mult.: +20.00% It can be used to blast the opponent's mind dealing 263 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Yarotir the Hellclash [power 27] (25 cooldown) Yarotir the Hellclash [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Changes stats: +4 Mag Changes resistances: +6% fire Stamina each turn: +3.00 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of gale force [power 150] (15 cooldown) powerful steel torque of gale force [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 127 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Armegabar the ash totem of stinging [power 170] (15 cooldown) Armegabar the ash totem of stinging [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to reduce armor by 40% Changes resistances: +3% blight It can be used to sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 56. * Reduce 1 talent cooldowns by 2. * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
3 citrine 3 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 Ketur the Ghoul Corruptor level 29
8th Allure 123rd year of Ascendancy at 00:07 see stats
By Ketur the Ghoul Corruptor level 10
2nd Dusk 122nd year of Ascendancy at 03:53 see stats
By Ketur the Ghoul Corruptor level 23
26th Haze 122nd year of Ascendancy at 15:39 see stats
By Ketur the Ghoul Corruptor level 10
2nd Dusk 122nd year of Ascendancy at 03:51 see stats
By Ketur the Ghoul Corruptor level 20
11st Haze 122nd year of Ascendancy at 22:03 see stats
By Ketur the Ghoul Corruptor level 30
1st Regrowth 123rd year of Ascendancy at 13:23 see stats
By Ketur the Ghoul Corruptor level 19
79th Dusk 122nd year of Ascendancy at 18:23 see stats
By Ketur the Ghoul Corruptor level 29
10th Allure 123rd year of Ascendancy at 08:15 see stats
By Ketur the Ghoul Corruptor level 22
18th Haze 122nd year of Ascendancy at 18:43 see stats
By Ketur the Ghoul Corruptor level 10
9th Dusk 122nd year of Ascendancy at 23:55 see stats
By Ketur the Ghoul Corruptor level 10
11st Dusk 122nd year of Ascendancy at 12:15 see stats
By Ketur the Ghoul Corruptor level 22
18th Haze 122nd year of Ascendancy at 13:22 see stats
By Ketur the Ghoul Corruptor level 16
38th Dusk 122nd year of Ascendancy at 03:01 see stats
Log
Banshee misses Ketur.
Lisywyn the grave wight shoves Something aside.
Lisywyn the grave wight shoves Something aside.
Ketur is confused and fails to use Blood Spray.
Melee retaliation hits Velatha the sandworm for 3 cold damage.
Velatha the sandworm hits Ketur for 127 physical damage.
Ivitha the chitinous spider casts Shadow Grasp.
Ivitha the chitinous spider's spell attains critical power!
The powerful blow energizes Ketur reducing their cooldowns!
Ketur is silenced!
Ketur is disarmed!
Ivitha the chitinous spider hits Ketur for 400 darkness damage.
Ivitha the chitinous spider uses Flurry.
Ivitha the chitinous spider performs a melee critical strike against Ketur!
Ivitha the chitinous spider performs a melee critical strike against Ketur!
The powerful blow energizes Ketur reducing their cooldowns!
Ivitha the chitinous spider performs a melee critical strike against Ketur!
Ivitha the chitinous spider performs a melee critical strike against Ketur!
Ivitha the chitinous spider hits Ketur for 79 physical, 49 darkness, 143 physical, 49 darkness, 179 physical, 49 darkness, 57 fire, 160 physical, 49 darkness, 153 physical (972 total damage).
Melee retaliation hits Ivitha the chitinous spider for 2 cold, 2 cold, 2 cold, 2 cold, 2 cold, 2 cold (14 total damage).
Ketur the level 31 ghoul corruptor was mutilated to death by Ivitha the chitinous spider on level 6 of Dreadfell.
Ketur overcomes the gloom
Ketur deactivates Blood Fury.
Ketur is not silenced anymore.
Ketur deactivates Dark Ritual.
Ketur deactivates Blood Vengeance.
Ketur rearms.
Ketur seems more focused.
Ketur deactivates Bone Shield.