Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 80 / 3% |
Size | medium |
Lifes / Deaths | Killed by Madderino IV at level 24 on the 4th Mirth 122nd year of Ascendancy at 22:01 / 1 |
Primary Stats
Strength | 282.38919672679 (base 99) |
Dexterity | 149 (base 99) |
Constitution | 236.77839345357 (base 99) |
Magic | 180.38919672679 (base 99) |
Willpower | 193.77839345357 (base 99) |
Cunning | 194.97839345357 (base 99) |
Resources
Hate | 88/100 |
Mana | 2190/2190 |
Paradox | 300 |
Vim | 2232/2232 |
Life | 3930/3930 |
Souls | 10/10 |
Stamina | 551/551 |
Positive | 254/257 |
Healing Factor | 1.1355024776174 |
Regeneration | 24.301540927756 |
Speed
Mental | +18.923079122269% |
Attack | 0% |
Movement | +60.209797207215% |
Spell | +18.923079122269% |
Global | +202.31644531212% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 11 |
See Stealth | 119.53446655837 |
See Invisible | 196.45707928216 |
Offense: Mainhand
Damage | 559 |
Accuracy | 90 |
Crit Chance | 185% |
APR | 76 |
Speed | 0.84 |
Offense: Spell
Spellpower | 141 |
Crit Chance | 100% |
Speed | 0.84087967397132 |
Offense: Mind
Mindpower | 110 |
Crit Chance | 67% |
Speed | 1 |
Offense: Damage Bonus
All | +13% |
Defense: Base
Armour (hardiness) | 143.18981216978 (100%) |
Defense | 149 |
Ranged Defense | 158 |
Fatigue | 0 |
Physical Save | 117 |
Spell Save | 117 |
Mental Save | 99 |
Defense: Resistances
All | + 75%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.6 steam per turn. Can be activated for an instant burst of 128 steam. Its effects scale with your Magic stat. |
Class Talents
Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Bloodthirst | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Spell / Air | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Avoidance | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Radiance | 1.40 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Corruption / Blood | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Corruption / Blight | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Stasis | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 1/5 |
Spell / Necrosis | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Ice | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Meta | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Shadows | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Storm | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / One with shadows | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Strife | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Magical combat | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Speed Control | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.40 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Fire | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Eclipse | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Wildfire | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Lethality | 1.20 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Engineering | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Chronomancy | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Divination | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Conditioning | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Thuggery | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Cursed aura | 1.20 |
| 8/5 |
| 8/5 |
| 6/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Corruption / Demonic strength | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Chemistry | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Survival | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Fate Weaving | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Blacksmith | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Mobility | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Physics | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Chants | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Stone alchemy | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Staff combat | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Race / Yeek | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Blurred Mortality |
talent | Keen Senses |
talent | Blur Sight |
talent | Thunderstorm |
talent | Inner Power |
talent | Raze |
talent | Feather Wind |
talent | Deflection |
talent | Premonition |
talent | Arcane Feed |
talent | Arcane Power |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Crystalline Focus |
talent | Overkill |
talent | Willful Tormenter |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Dark Ritual |
talent | Blood Fury |
talent | Abyssal Shield |
talent | Essence of Speed |
talent | Searing Sight |
talent | Call Shadows |
talent | Automated Cloak Tessellation |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.4)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Countering melee attacks: Has a 74% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 17% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 17% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.4): 14%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +8 Maximum Physical Resistance Power 2+: -1 Luck, +16 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 22 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 14%) of triggering a radius 14 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.4)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +11 Defense, +5 Ranged Defense Power 2+: -1 Luck, +10 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+44% chance to avoid traps). Power 4+: Unfortunate End: There is a 34% chance that the damage you deal will increase by 35% if the increase would be enough to kill your opponent. |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Unbreakable Greaves (Shrouds) (10 def, 24 armour) Unbreakable Greaves (Shrouds) (10 def, 24 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +24 Armour Hardiness: +20% Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +24 Str / -7 Dex / +12 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +18 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | brass lantern 'Eremehor' (Misfortune) brass lantern 'Eremehor' (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Wil Changes resistances: +9% fire Changes damage: +5% mind Physical save: +3 (+1 eff.) Light radius: +2 Curse of Misfortune 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 | The Black Crown (Nightmares) (0 def, 18 armour) The Black Crown (Nightmares) (0 def, 18 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +18 Fatigue: +5% Changes stats: +12 Wil / +12 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Nightmares "For the demon who has everything." |
Tool | Void Shard (Nightmares) Void Shard (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) Curse of Nightmares It can be used to release a radius 2 burst of void energy at up to range 5, dealing 358.90 temporal and 350.49 darkness damage (based on Magic), costing 9 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | solipsist's voratun ring of frost (+28%) (Shrouds) solipsist's voratun ring of frost (+28%) (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +28% cold Changes damage: +14% cold Mindpower: +10 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
On fingers | Void Orb (Nightmares) Void Orb (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Nightmares It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 5.2 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 624.57 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | drakeskin leather belt 'Belikalthogen' (Misfortune) drakeskin leather belt 'Belikalthogen' (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Changes stats: +1 Wil / +2 Mag Changes damage: +6% blight / +3% temporal Critical mult.: +10.00% Spell crit. chance: +2% Curse of Misfortune It can be used to create a temporary shield that absorbs 332 damage, putting all charms on cooldown for 14 turns. A belt that goes around your waist. |
In main hand | Lost Staff of Archmage Tarelion (Nightmares) (30-36 power, 4 apr, cold element) Lost Staff of Archmage Tarelion (Nightmares) (30-36 power, 4 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+5 eff.) Spell crit. chance: +25% Curse of Nightmares Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | Steam Powered Gauntlets (Nightmares) (0 def, 15 armour) Steam Powered Gauntlets (Nightmares) (0 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% Curse of Nightmares Gauntlets. But with steam power! |
Main armor | Black Robe (Misfortune) (6 def, 0 armour) Black Robe (Misfortune) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +10 Str / +10 Dex / +15 Mag / +14 Wil / +13 Cun / +10 Con Spell save: +25 (+4 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Misfortune A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | Radiance (Nightmares) (15 def, 0 armour) Radiance (Nightmares) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) Curse of Nightmares It can be used to activate talent Barrier (costing 18 power out of 40/40) : Effective talent level: 3.6 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 535 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Around neck | Garkul's Teeth (Corpses) Garkul's Teeth (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +12 Str / +8 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +22 (+4 eff.) Mental save: +22 (+4 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 4.4 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 600.83 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Pendant of the Sun and Moons (Shrouds) Pendant of the Sun and Moons (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Shrouds It can be used to activate talent Circle of Sanctity (costing 14 power out of 60/60) : Effective talent level: 3.0 Power cost: 14 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Ring of the War Master (Misfortune) Ring of the War Master (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Misfortune A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
This item will automatically be transmogrified when you leave the level. gold ring 'Venomtrial' (Corpses)gold ring 'Venomtrial' (Corpses) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight / +3% nature / +6% darkness / +7% arcane Changes resistances penetration: +15% nature Spell save: +24 (+4 eff.) Stun/Freeze immunity: +37% Life regen: +3.20 Curse of Corpses Rings can have magical properties. |
pixie's voratun ring of warding (Nightmares) pixie's voratun ring of warding (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Mag Changes resistances: +12% acid / +30% fire / +18% lightning / +25% cold Spellpower: +9 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Duathelsweep (Misfortune) (31-46.5 power, 2 apr)Duathelsweep (Misfortune) (31-46.5 power, 2 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 darkness / +12 lightning Burst (radius 2) on crit: +12 mind Damage against: +19% Living When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +3% fire / +6% mind / +9% darkness Changes resistances penetration: +15% lightning Changes damage: +12% darkness Curse of Misfortune Massive two-handed battleaxes. |
Shantiz the Stormblade (Madness) (15-19.5 power, 20 apr) Shantiz the Stormblade (Madness) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 0% Cun, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. iron greatsword of shearing (Corpses) (18.5-29.6 power, 1 apr)iron greatsword of shearing (Corpses) (18.5-29.6 power, 1 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Changes resistances penetration: +10% physical Changes damage: +10% physical Curse of Corpses Massive two-handed swords. |
The Black Spike (Nightmares) (48-67.2 power, 20 apr) The Black Spike (Nightmares) (48-67.2 power, 20 apr)Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Nightmares "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level. Noonwyrd (Shrouds) (13.5-14.85 power, 32 apr, nature damage)Noonwyrd (Shrouds) (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +3 Mag Changes resistances: +9% lightning / +9% cold Changes damage: +9% light Physical save: +6 (+1 eff.) Spell save: +20 (+3 eff.) Disease immunity: +10% Teleport immunity: +10% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +50 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (Nightmares) (18-21.6 power, 4 apr, darkness element) Eclipse (Nightmares) (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Curse of Nightmares This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Rod of Sarrilon (Corpses) (30-36 power, 4 apr, temporal element) Rod of Sarrilon (Corpses) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Corpses A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (Corpses) (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (Corpses) (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 180% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+4 eff.) Spell crit. chance: +14% Curse of Corpses This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Staff of Arcane Supremacy (Nightmares) (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (Nightmares) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) Curse of Nightmares It can be used to activate talent Arcane Supremacy (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. elm starstaff 'Brandtooth' (Madness) (10-12 power, 2 apr, physical element)elm starstaff 'Brandtooth' (Madness) (10-12 power, 2 apr, physical 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 stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +8 physical When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Dex Changes resistances: +1% physical Changes damage: +9% fire / +10% physical Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Curse of Madness It can be used to project a bolt elemental energy from the staff (to range 6) dealing 362.27 to 434.73 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Blazewreath (Shrouds)Blazewreath (Shrouds) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% acid / +15% mind Changes damage: +12% acid Mental save: +3 (+1 eff.) Life regen: +2.10 See invisible: +12 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw of massacre (Corpses) (34-51 power, 14 apr)dwarven-steel steamsaw of massacre (Corpses) (34-51 power, 14 apr) Requires: - Magic 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 34.0 - 51.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +44 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Silk Current (Shrouds) (12 def, 0 armour) Silk Current (Shrouds) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Shrouds This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (Madness) (0 def, 0 armour) Vestments of the Conclave (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Madness An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Shoes of Moving Quickly (Corpses) (10 def, 12 armour) Shoes of Moving Quickly (Corpses) (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Curse of Corpses Accurately? Less so. |
Fists of the Desert Scorpion (Corpses) (8 def, 4 armour) Fists of the Desert Scorpion (Corpses) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Corpses It can be used to activate talent Mindhook (costing 8 power out of 24/24) : Effective talent level: 4.0 Power cost: 8 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves 'Aneromigar' (Nightmares) (0 def, 23 armour)drakeskin leather gloves 'Aneromigar' (Nightmares) (0 def, 23 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Changes stats: +2 Str / +9 Con Changes resistances: +12% physical Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Light radius: +3 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Stone Touch (5% chance level 5). Damage (Melee): +16 mind Burst (radius 1) on hit: +8 mind Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 30% Wil, 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1814 alchemist agate 1814 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. |
4 onyx 4 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% 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 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern (Misfortune) brass lantern (Misfortune)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Misfortune 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. |
Prox's Lucky Halfling Foot (Shrouds) Prox's Lucky Halfling Foot (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Shrouds A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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), costing 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. |
7 amethyst 7 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Madderino IV the Lich Adventurer level 67
4th Flare 122nd year of Ascendancy at 23:42 see stats
By Madderino IV the Yeek Adventurer level 12
77th Pyre 122nd year of Ascendancy at 10:17 see stats
By Madderino IV the Lich Adventurer level 40
9th Mirth 122nd year of Ascendancy at 11:47 see stats
By Madderino IV the Lich Adventurer level 32
7th Mirth 122nd year of Ascendancy at 01:30 see stats
By Madderino IV the Lich Adventurer level 26
5th Mirth 122nd year of Ascendancy at 07:14 see stats
By Madderino IV the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 16:33 see stats
By Madderino IV the Lich Adventurer level 67
4th Flare 122nd year of Ascendancy at 23:42 see stats
By Madderino IV the Yeek Adventurer level 20
2nd Mirth 122nd year of Ascendancy at 07:54 see stats
By Madderino IV the Lich Adventurer level 76
7th Flare 122nd year of Ascendancy at 12:34 see stats
By Madderino IV the Lich Adventurer level 28
5th Mirth 122nd year of Ascendancy at 18:55 see stats
By Madderino IV the Lich Adventurer level 34
7th Mirth 122nd year of Ascendancy at 16:32 see stats
By Madderino IV the Lich Adventurer level 39
9th Mirth 122nd year of Ascendancy at 07:44 see stats
By Madderino IV the Lich Adventurer level 45
10th Mirth 122nd year of Ascendancy at 13:35 see stats
By Madderino IV the Lich Adventurer level 51
2nd Summertide 122nd year of Ascendancy at 11:54 see stats
By Madderino IV the Lich Adventurer level 56
3rd Summertide 122nd year of Ascendancy at 23:08 see stats
By Madderino IV the Lich Adventurer level 63
3rd Flare 122nd year of Ascendancy at 07:19 see stats
By Madderino IV the Lich Adventurer level 69
6th Flare 122nd year of Ascendancy at 01:23 see stats
By Madderino IV the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 07:06 see stats
By Madderino IV the Yeek Adventurer level 20
2nd Mirth 122nd year of Ascendancy at 04:57 see stats
By Madderino IV the Lich Adventurer level 30
6th Mirth 122nd year of Ascendancy at 09:39 see stats
By Madderino IV the Lich Adventurer level 40
9th Mirth 122nd year of Ascendancy at 08:40 see stats
By Madderino IV the Lich Adventurer level 50
1st Summertide 122nd year of Ascendancy at 17:25 see stats
By Madderino IV the Yeek Adventurer level 24
4th Mirth 122nd year of Ascendancy at 22:01 see stats
By Madderino IV the Lich Adventurer level 26
5th Mirth 122nd year of Ascendancy at 05:08 see stats
By Madderino IV the Lich Adventurer level 51
2nd Summertide 122nd year of Ascendancy at 07:56 see stats
By Madderino IV the Lich Adventurer level 24
4th Mirth 122nd year of Ascendancy at 23:21 see stats
By Madderino IV the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 14:40 see stats
By Madderino IV the Yeek Adventurer level 17
79th Pyre 122nd year of Ascendancy at 19:17 see stats
By Madderino IV the Lich Adventurer level 24
4th Mirth 122nd year of Ascendancy at 23:21 see stats
By Madderino IV the Lich Adventurer level 26
5th Mirth 122nd year of Ascendancy at 11:09 see stats
By Madderino IV the Yeek Adventurer level 13
78th Pyre 122nd year of Ascendancy at 06:36 see stats
Log
Talent Pain Enhancement System is ready to use.
Madderino IV deactivates Chant of Resistance.
Madderino IV deactivates Stone Skin.
Madderino IV deactivates Arcane Power.
Madderino IV deactivates Blurred Mortality.
Madderino IV deactivates Premonition.
Madderino IV deactivates Searing Sight.
Madderino IV deactivates Overkill.
Madderino IV deactivates Feather Wind.
Madderino IV deactivates Crystalline Focus.
Madderino IV deactivates Blood Fury.
Madderino IV deactivates Deflection.
Madderino IV deactivates Thunderstorm.
The furious lightning storm around Madderino IV calms down and disappears.
Madderino IV deactivates Abyssal Shield.
Madderino IV deactivates Essence of Speed.
Madderino IV deactivates Shadow Feed.
Madderino IV deactivates Blood Vengeance.
Madderino IV deactivates Daunting Presence.
Madderino IV deactivates Inner Power.
Madderino IV deactivates Willful Tormenter.
Madderino IV deactivates Dark Ritual.
Madderino IV deactivates Call Shadows.
Madderino IV deactivates Keen Senses.
Madderino IV deactivates Blur Sight.
Madderino IV tessellates his cloak!
Madderino IV deactivates Raze.
Madderino IV deactivates Arcane Feed.