Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 23 / 44% |
Size | big |
Lifes / Deaths | Killed by giant spider (wild summon) at level 23 on the 27th Haze 122nd year of Ascendancy at 12:52 / 2Killed by giant spider (wild summon) at level 23 on the 27th Haze 122nd year of Ascendancy at 13:03 |
Primary Stats
Strength | 42 (base 31) |
Dexterity | 13 (base 10) |
Constitution | 23 (base 20) |
Magic | 64 (base 46) |
Willpower | 12 (base 10) |
Cunning | 36 (base 24) |
Resources
Life | -251/737 |
Insanity | 98/100 |
Healing Factor | 1.4499022211821 |
Regeneration | 1.8123777764776 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 32.617305437452 |
See Invisible | 32.617305437452 |
Offense: Mainhand
Damage | 73 |
Accuracy | 42 |
Crit Chance | 14% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Physical | +19% |
Mind | +3% |
All | 0% |
Lightning | +12% |
Light | +3% |
Temporal | +12% |
Darkness | +21% |
Nature | +6% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Physical | +10% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 45.413408721348 (65.897138898113%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 11 |
Physical Save | 42 |
Spell Save | 33 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 27%( 70%) |
Light | + 16%( 70%) |
Blight | + 6%( 70%) |
Physical | + 16%( 70%) |
Cold | + 11%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Bleed Resistance | 60% |
Confusion Resistance | 0% |
Stun Resistance | 81% |
Disarm Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 3 times. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 3 darkness, 5 nature, 4 mind |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within1 lumberjacks have died. | 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 | Urugar (30 def, 1 armour) Urugar (30 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Defense: +30 (+10 eff.) Fatigue: -5% Changes stats: +2 Str Changes resistances penetration: +10% physical Critical mult.: +5.00% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Light source | Erelareleg ErelarelegInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil / +2 Con Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Light radius: +5 Infravision radius: +2 Healing mod.: +11% 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 | rough leather cap 'Samikaltholar' (0 def, 1 armour) rough leather cap 'Samikaltholar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% light Physical save: +11 (+3 eff.) Cut immunity: +10% Only die when reaching: -60.00 life Maximum life: +40.00 A cap made of leather. |
Tool | steel torque of clear mind 'Halezilabar' [power 2] (20/21 cooldown) steel torque of clear mind 'Halezilabar' [power 2] (20/21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Changes damage: +6% physical Only die when reaching: -60.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Aryyatta the copper ring Aryyatta the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 arcane Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +12% temporal Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
On fingers | Plagueflash PlagueflashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% cold / +13% physical Changes damage: +6% nature / +13% physical Disarm immunity: +20% Stun/Freeze immunity: +10% Rings make your fingers look great! |
Around waist | Loradesta the Strikelace Loradesta the StrikelaceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes damage: +12% lightning Trap disarming bonus: +6 Stealth bonus: +7 Mental save: +3 (+1 eff.) Disease immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +4 A belt that goes around your waist. |
In main hand | Drake's Bane (45-67 power, 21 apr) Drake's Bane (45-67 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | Cyralewe the dwarven-steel gauntlets (0 def, 2 armour) Cyralewe the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +6 Mag / +3 Wil / +6 Cun Changes resistances: +11% light / +12% darkness Changes resistances penetration: +5% arcane Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.44 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable voratun mail armour of Eyal (5 def, 17 armour) impenetrable voratun mail armour of Eyal (5 def, 17 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +12% Life regen: +1.00 Maximum life: +66.00 Healing mod.: +13% A suit of armour made of mail. |
Cloak | Xatta the cashmere cloak (22 def, 6 armour) Xatta the cashmere cloak (22 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +22 (+7 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +1 Con Changes resistances: +13% darkness / +1% physical Changes resistances penetration: +10% darkness Changes damage: +13% darkness Stealth bonus: +5 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 'Glintbreaker' gold amulet 'Glintbreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes damage: +3% light / +3% mind Critical mult.: +10.00% Physical save: +3 (+1 eff.) Cut immunity: +50% Equilibrium when hit: +0.04 Mental crit. chance: +4% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 1.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 127 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -462; dur 6; cd 29) heroism infusion of the warrior (die at -462; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -462 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1082 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 361; 15 cd) regeneration infusion of the sneak (heal 361; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 161; 17 cd) regeneration infusion of the titan (heal 161; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 342; 12 cd) regeneration infusion of the wizard (heal 342; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 26%; mental; dur 3; cd 15) wild infusion of the warrior (res 26%; mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 36; cd 16) shatter afflictions rune of the duelist (absorb 36; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 36 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 36; cd 15) shatter afflictions rune of the duelist (absorb 36; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 36 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 78; cd 12) shatter afflictions rune of the sneak (absorb 78; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 52; cd 16) shatter afflictions rune of the titan (absorb 52; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 52 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 223; dur 4; cd 18) shielding rune of the sneak (absorb 223; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 133; cd 14) teleportation rune of the wizard (range 133; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 133 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +50% Stun/Freeze immunity: +26% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
starseer's copper amulet of magic (+5) starseer's copper amulet of magic (+5)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Mag Changes damage: +4% darkness / +5% temporal / +4% light / +4% physical Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Bregiroddakhad the gold ring Bregiroddakhad the gold ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +20 (+6 eff.) Changes stats: +3 Dex / +6 Wil / +5 Cun Changes resistances: +20% lightning / +8% nature / +8% blight Changes damage: +10% lightning Poison immunity: +11% Disease immunity: +15% Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Carrionreeve the copper ring Carrionreeve the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature / +6% temporal Changes damage: +3% nature Blindness immunity: +22% Confusion immunity: +10% Infravision radius: +3 See stealth: +6 See invisible: +5 Healing mod.: +10% Rings make your fingers look great! |
Grinehad GrinehadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +2 Wil Changes resistances: +20% fire Changes damage: +10% fire Physical save: +12 (+4 eff.) Mental save: +3 (+1 eff.) Rings make your fingers look great! |
Shadowidol ShadowidolCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 4 light Changes resistances: +9% light / +3% darkness Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great! |
gladiator's steel ring of light (+20%) gladiator's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +4 Con Physical save: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
balanced steel greatsword of crippling (22-36 power, 2 apr) balanced steel greatsword of crippling (22-36 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: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +7.0% Defense: +9 (+3 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Boregohell the iron longsword (11-15 power, 2 apr)Boregohell the iron longsword (11-15 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +2 Wil / +3 Con Changes resistances: +12% light See invisible: +6 Sharp, long, and deadly. |
Belurawe the Dourvice (15-18 power, 3 apr, darkness element) Belurawe the Dourvice (15-18 power, 3 apr, darkness 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% darkness / +5% mind Changes damage: +15% darkness / +3% mind Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
Dazzlequencher the ash starstaff (15-18 power, 3 apr, physical element) Dazzlequencher the ash starstaff (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +9 Con Changes resistances: +6% nature Changes damage: +3% light / +15% physical Talent granted: +1 Command Staff Life regen: +1.30 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +24% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.81 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Chalosin' (28-39 power, 4 apr) dwarven-steel waraxe 'Chalosin' (28-39 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Critical mult.: +10.00% Psi when hit: +0.04 Light radius: +3 One-handed war axes. |
Cloudbrawn CloudbrawnInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +2 Wil Changes damage: +15% lightning / +18% light Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Silence immunity: +20% Maximum life: +66.00 A belt that goes around your waist. |
Crackleparry the hardened leather belt Crackleparry the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +12% nature Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +6% fire Maximum life: +45.00 A belt that goes around your waist. |
Eremymakor the Skyfear Eremymakor the SkyfearInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +3% lightning / +3% nature Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum life: +33.00 Maximum hate: +6.00 Mindpower: +15 (+7 eff.) A belt that goes around your waist. |
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. |
Starjustice StarjusticeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 cold Changes stats: +5 Str / +4 Con Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +15% acid Physical save: +9 (+3 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Xivea XiveaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +25 (+8 eff.) Armour: +4 Defense: +25 (+8 eff.) Changes resistances penetration: +15% physical Changes damage: +6% physical Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Urthekor' rough leather belt 'Urthekor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag Changes resistances: +6% lightning / +6% temporal Disease immunity: +20% Mana when firing critical spell: +1.00 A belt that goes around your waist. |
Dourstrider the cashmere cloak (2 def, 0 armour) Dourstrider the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +18 (+6 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +2 Con Changes damage: +9% physical Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fogstun the linen cloak (7 def, 0 armour) Fogstun the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +12% acid Changes resistances penetration: +10% darkness / +15% acid Changes damage: +9% darkness Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowrazor (7 def, 0 armour) Shadowrazor (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour) thick linen cloak of Eldoral (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowernight (10 def, 3 armour) Flowernight (10 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +2% Changes damage: +6% nature Spell save: +3 (+2 eff.) Silence immunity: +10% Spellpower: +4 (+1 eff.) Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerspawner the pair of dwarven-steel boots (0 def, 4 armour) Glimmerspawner the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +9 Str / +4 Wil / +4 Cun / +3 Con Changes resistances: +6% light Changes resistances penetration: +10% nature Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of dwarven-steel boots 'Ravennigh' (0 def, 4 armour) pair of dwarven-steel boots 'Ravennigh' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 darkness Changes stats: +1 Dex / +2 Wil / +3 Cun Changes resistances: +3% darkness Physical save: +5 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Arthoregondil' (0 def, 4 armour) pair of iron boots 'Arthoregondil' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes stats: +3 Cun Reduces incoming crit damage: 15.00% Mental crit. chance: +2% Light radius: +3 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Zerukalthozor' (0 def, 7 armour) pair of rough leather boots 'Zerukalthozor' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: -4% Changes stats: +3 Dex Changes resistances: +3% acid Changes resistances penetration: +10% physical Changes damage: +6% acid Maximum encumbrance: +26 Physical save: +5 (+1 eff.) A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +23% A pair of boots made of leather. |
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 (+1 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. |
This item will automatically be transmogrified when you leave the level. steady hardened leather gloves of butchering (0 def, 2 armour)steady hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +2 Changes resistances: +7% blight Physical save: +6 (+2 eff.) Spell save: +11 (+6 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +31% 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. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% 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. |
Berelathablek (0 def, 3 armour) Berelathablek (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 temporal Changes stats: +3 Cun / +3 Wil Changes damage: +6% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +3 (+1 eff.) Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islenor (1 def, 0 armour) Islenor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +3 Con Changes resistances: +16% fire Changes damage: +11% fire Physical save: +3 (+1 eff.) See invisible: +9 Healing mod.: +20% A pointy cloth hat, very wizardly... |
Mardilar the iron helm (0 def, 3 armour) Mardilar the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +1 Wil Changes resistances: +6% cold Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +12% temporal Allows you to breathe in: water Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nakan the linen wizard hat (1 def, 10 armour) Nakan the linen wizard hat (1 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +3% acid Blindness immunity: +10% Silence immunity: +20% Life regen: +4.00 A pointy cloth hat, very wizardly... |
Nerimira the Rimethorn (0 def, 1 armour) Nerimira the Rimethorn (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: +2 Con Changes resistances: +3% cold Changes resistances penetration: +10% arcane Changes damage: +3% blight / +18% cold A cap made of leather. |
Ulfigar (11 def, 0 armour) Ulfigar (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +1 Dex / +3 Con Changes resistances: +13% physical Changes damage: +11% physical Stamina each turn: +1.00 See invisible: +3 A pointy cloth hat, very wizardly... |
7 agate 7 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. |
283 alchemist agate 283 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. |
3 onyx 3 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
Amezilaroddantir the iron pickaxe (dig speed 40 turns) Amezilaroddantir the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Changes stats: +1 Str Changes resistances: +10% nature Changes resistances penetration: +5% mind Changes damage: +5% nature Spell save: +3 (+2 eff.) Only die when reaching: -40.00 life Mindpower: +5 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Arostir (dig speed 25 turns) Arostir (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) Changes stats: +2 Str Changes resistances: +6% lightning / +2% physical / +12% cold Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gara the Brighthacker (dig speed 31 turns) Gara the Brighthacker (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Str Changes resistances: +3% light Changes damage: +3% light Reduces incoming crit damage: 5.00% Maximum life: +80.00 Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Muleblek' brass lantern 'Muleblek'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 mind Changes stats: +1 Str / +3 Con 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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
iron torque of clear mind [power 1] (20/21 cooldown) iron torque of clear mind [power 1] (20/21 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 21 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (20/13 cooldown) elm totem of stinging [power 110] (20/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
5 citrine 5 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. |
4 zircon 4 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 Hastur the Ogre Writhing One level 11
4th Flare 122nd year of Ascendancy at 23:06 see stats
By Hastur the Ogre Writhing One level 10
9th Mirth 122nd year of Ascendancy at 21:37 see stats
By Hastur the Ogre Writhing One level 20
37th Dusk 122nd year of Ascendancy at 18:44 see stats
By Hastur the Ogre Writhing One level 20
70th Dusk 122nd year of Ascendancy at 19:27 see stats
By Hastur the Ogre Writhing One level 16
22nd Dusk 122nd year of Ascendancy at 02:25 see stats
By Hastur the Ogre Writhing One level 11
9th Dusk 122nd year of Ascendancy at 11:13 see stats
By Hastur the Ogre Writhing One level 10
10th Mirth 122nd year of Ascendancy at 15:14 see stats
By Hastur the Ogre Writhing One level 8
79th Pyre 122nd year of Ascendancy at 17:53 see stats
By Hastur the Ogre Writhing One level 23
22nd Haze 122nd year of Ascendancy at 08:42 see stats
By Hastur the Ogre Writhing One level 18
24th Dusk 122nd year of Ascendancy at 00:27 see stats
By Hastur the Ogre Writhing One level 23
27th Haze 122nd year of Ascendancy at 12:52 see stats
Log
Hastur uses Infusion: Healing.
Hastur is not crippled anymore.
Hastur receives 261 healing from Infusion: Healing.
Hastur casts Lash Out.
Hastur hits Emadavena the copperhead snake for 108 darkness damage.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Hastur for 185 fire damage.
Talent Track is ready to use.
Mindrot hits Hastur for 12 mind, 9 darkness (22 total damage).
Hastur performs a melee critical strike against Emadavena the copperhead snake!
Giant spider (wild summon) uses Web.
Hastur resists the effect 'Pinned to the ground'!
Hastur hits Emadavena the copperhead snake for 68 physical damage.
Hastur killed Emadavena the copperhead snake!
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon) hits Hastur for 147 fire damage.
Hastur is no longer being targeted by summons.
Giant spider (wild summon) uses Infusion: Insidious Poison.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Hastur for 154 fire damage.
Hastur is poisoned!
Giant spider (wild summon)'s Infusion: Insidious Poison hits Hastur for 26 nature damage.
Talent Rune: Blink is ready to use.
Talent Rune: Stormshield is ready to use.
Insidious Poison from Giant spider (wild summon) hits Hastur for 26 nature damage.
Hastur the level 23 ogre writhing one was naturalised to death by a giant spider (wild summon) on level 2 of Old Forest.