Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Alchemist |
Level / Exp | 18 / 63% |
Size | small |
Lifes / Deaths | Killed by Nerama the large white snake at level 18 on the 72nd Dusk 122nd year of Ascendancy at 20:36 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 41 (base 36) |
Magic | 62 (base 46) |
Willpower | 31 (base 11) |
Cunning | 18 (base 10) |
Resources
Life | -142/659 |
Mana | 277/324 |
Healing Factor | 1.3381403954777 |
Regeneration | 3.0108158898249 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 48 |
Accuracy | 18 |
Crit Chance | 5% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +34% |
Blight | +6% |
Physical | +12% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 1 |
Physical Save | 37 |
Spell Save | 35 |
Mental Save | 26 |
Defense: Resistances
Mind | + 20%( 70%) |
Lightning | + 70%( 70%) |
Cold | + 49%( 70%) |
Temporal | + 28%( 70%) |
Blight | + 42%( 70%) |
Acid | + 34%( 70%) |
Fire | + 34%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 20% |
Stun Resistance | 32% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within9 lumberjacks have died. | done |
Equipment
On feet | Brodumas (0 def, 1 armour) Brodumas (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Wil Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Disease immunity: +20% Only die when reaching: -40.00 life See invisible: +3 A pair of boots made of leather. |
Quiver | 93 alchemist aquamarine 93 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +41.00 Light radius: +3 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 | iron helm 'Yarezilalen' (5 def, 3 armour) iron helm 'Yarezilalen' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +3 Str / +1 Con Spell save: +3 (+2 eff.) Knockback immunity: +20% Maximum life: +100.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | innervating iron torque of clear mind [power 1] (25 cooldown) innervating iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Elura' steel ring 'Elura'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Cun / +7 Wil Changes damage: +6% blight Stun/Freeze immunity: +22% Life regen: +2.00 Mindpower: +5 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 140% 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! |
On fingers | copper ring 'Zubywen' copper ring 'Zubywen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% mind / +3% temporal Physical save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +10% Rings make your fingers look great! |
Around waist | rough leather belt 'Ivibremina' rough leather belt 'Ivibremina'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower: +23 (+8 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In main hand | Penitence (15-18 power, 4 apr, lightning element) Penitence (15-18 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [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: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +14% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
On hands | Aduldanne the Sparkdredge (0 def, 1 armour) Aduldanne the Sparkdredge (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning Changes resistances penetration: +15% arcane Changes damage: +13% lightning Vim when firing critical spell: +2.00 Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | woollen robe 'Rainflash' (3 def, 2 armour) woollen robe 'Rainflash' (3 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +13% lightning / +18% cold / +9% all Changes resistances penetration: +15% blight Changes damage: +18% lightning / +12% physical / +18% cold Physical save: +15 (+6 eff.) Mana each turn: +0.08 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Lightningwell (1 def, 0 armour) Lightningwell (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes damage: +3% lightning Mental save: +6 (+3 eff.) Poison immunity: +20% Confusion immunity: +10% Only die when reaching: -60.00 life Maximum life: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; lightning, physical, arcane, light) Prismatic Rune (6 turns; lightning, physical, arcane, light)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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: 4 lightning, 2 physical, 5 arcane, 4 light 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. |
solipsist's copper ring =CUN= solipsist's copper ring =CUN=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of massacre (42-68 power, 2 apr)dwarven-steel greatsword of massacre (42-68 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of amnesia (22-34 power, 2 apr)steel greatsword of amnesia (22-34 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. PrismsweepPrismsweep Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +8 Changes resistances: +24% cold Changes resistances penetration: +11% all Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Light radius: +2 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbowranger's ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword (22-30 power, 4 apr)balanced dwarven-steel longsword (22-30 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+4 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Rhudar' (14-20 power, 3 apr)steel longsword 'Rhudar' (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +3 Dex Changes resistances: +6% mind / +2% physical Life regen: +2.00 Maximum life: +20.00 Combat speed: +10% Sharp, long, and deadly. |
Carrionveil =CUN= Carrionveil =CUN=Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +6 cold Damage (radius 2) on crit: +8 acid / +4 nature When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Cun / +2 Str Changes resistances penetration: +5% physical Changes damage: +3% acid / +10% cold / +3% nature Slings are used to hurl stones or metal shots at your foes. |
Suncrypt the ash magestaff (18-22 power, 3 apr, lightning element) Suncrypt the ash magestaff (18-22 power, 3 apr, lightning 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: 18.0 - 21.6 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: Armour: +3 Armour Hardiness: +3% Damage (Melee): 17 fire Changes resistances: +5% arcane / +9% fire Changes damage: +18% lightning Talent granted: +1 Command Staff Critical mult.: +21.00% Physical save: +3 (+1 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +2% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Voidrend (10-12 power, 2 apr, fire element)Voidrend (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Damage when hit (Melee): 6 lightning Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +3% lightning / +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 100.99 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. |
ash magestaff 'Isoda' (15-18 power, 3 apr, lightning element) ash magestaff 'Isoda' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 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: +6 (+3 eff.) Damage (Melee): 18 fire Changes damage: +15% lightning / +3% mind Talent granted: +1 Command Staff Critical mult.: +29.00% Equilibrium when hit: +0.08 Maximum hate: +10.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Mindpower: +10 (+5 eff.) Light radius: +2 See invisible: +6 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 100.99 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. |
This item will automatically be transmogrified when you leave the level. earthen ash vilestaff of warding (15-18 power, 3 apr, fire element)earthen ash vilestaff of warding (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +2% Defense: +5 (+2 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +2 Ward +1 Command Staff Physical save: +2 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Dourusher the iron waraxe (12-18 power, 2 apr) Dourusher the iron waraxe (12-18 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +3% light / +9% darkness Changes resistances penetration: +6% physical Reduces incoming crit damage: 5.00% Disarm immunity: +11% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Gunyvor the Chargestar (13-18 power, 3 apr)Gunyvor the Chargestar (13-18 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 18 Damage (Melee): +8 lightning / +13 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +3% darkness Changes damage: +9% lightning Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +40.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of vileness (12-17 power, 3 apr)flaming steel waraxe of vileness (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +5 blight Damage (radius 1) on hit: +7 fire One-handed war axes. |
Chitir =CUN= Chitir =CUN=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +7 Cun / +3 Wil Changes damage: +6% mind Damage against: +15% Summoned Reduced damage from: +17% Summoned Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mental crit. chance: +3% 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. |
Emonor the Obsidianrigor (1 def, 0 armour) =STR= Emonor the Obsidianrigor (1 def, 0 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +2 Str / +1 Con Changes resistances: +3% temporal Changes damage: +3% darkness Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverbane the linen cloak (8 def, 0 armour) =CUN= Shiverbane the linen cloak (8 def, 0 armour) =CUN=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Cun Changes resistances: +3% cold / +3% fire Critical mult.: +10.00% Physical save: +5 (+2 eff.) Maximum hate: +6.00 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathudas (0 def, 0 armour) Hathudas (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +6% mind / +6% temporal / +22% darkness / +9% all Changes damage: +3% mind / +15% darkness / +4% all Spell save: +32 (+12 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (0 def, 0 armour)mindwoven cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mental save: +17 (+9 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour)mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mental save: +17 (+9 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe (0 def, 0 armour) =Cun= stargazer's woollen robe (0 def, 0 armour) =Cun=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Cun Changes resistances: +9% all Changes damage: +8% darkness / +6% light / +4% all Spellpower: +5 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Porudheda (0 def, 3 armour) =SI= Porudheda (0 def, 3 armour) =SI=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances penetration: +5% blight Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Cut immunity: +10% Silence immunity: +10% Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rotsweep (0 def, 1 armour) =STR= Rotsweep (0 def, 1 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +1 Cun / +3 Con Changes resistances: +6% nature Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Vorann the pair of rough leather boots (0 def, 3 armour) =WILL= Vorann the pair of rough leather boots (0 def, 3 armour) =WILL=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +7 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% mind Disease immunity: +10% Maximum psi: +10.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Xevea the pair of rough leather boots (0 def, 1 armour)Xevea the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +6 Str / +3 Con Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +5% physical A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gygarach the rough leather gloves (0 def, 1 armour) =DEX= Gygarach the rough leather gloves (0 def, 1 armour) =DEX=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex / +1 Wil Changes resistances: +9% darkness / +3% temporal Changes damage: +3% mind 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. |
Sludgegrip (0 def, 0 armour) =CUN= Sludgegrip (0 def, 0 armour) =CUN=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. |
restful iron gauntlets of strength (+3) (0 def, 1 armour) =STR= restful iron gauntlets of strength (+3) (0 def, 1 armour) =STR=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Armogund the linen wizard hat (1 def, 0 armour) =DEX= Armogund the linen wizard hat (1 def, 0 armour) =DEX=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Wil / +2 Cun / +5 Con Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.66 to 106.98 lightning damage (71.32 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Layimina the Stokepunish (0 def, 3 armour) =Cun= Layimina the Stokepunish (0 def, 3 armour) =Cun=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Wil / +3 Cun / +3 Con Changes resistances: +15% fire Changes damage: +3% acid Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Zeryratar' (1 def, 0 armour) =STRWILCUN= linen wizard hat 'Zeryratar' (1 def, 0 armour) =STRWILCUN=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +1 Wil / +1 Cun Changes resistances: +16% fire Changes resistances penetration: +5% mind Changes damage: +11% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of nature (+16%) (1 def, 0 armour)mindwoven linen wizard hat of nature (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature Changes damage: +11% nature Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of stability (2 def, 15 armour)impenetrable steel mail armour of stability (2 def, 15 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +12 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Givea the Kilndeath (0 def, 4 armour, 18-22 power, 37 block)Givea the Kilndeath (0 def, 4 armour, 18-22 power, 37 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 4 fire Changes stats: +2 Wil / +1 Cun / +7 Con Changes resistances: +6% fire Changes damage: +6% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield of purity (0 def, 2 armour, 9-11 power, 21 block)flaming iron shield of purity (0 def, 2 armour, 9-11 power, 21 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +11% nature / +11% blight Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 9-11 power, 47.5 block) reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 9-11 power, 47.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +48 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield (0 def, 7 armour, 16-19 power, 70 block)reinforced steel shield (0 def, 7 armour, 16-19 power, 70 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +70 When wielded/worn: Armour: +7 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
15 agate 15 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. |
176 alchemist agate 176 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. |
5 opal 5 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 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. |
Frostserpent the iron pickaxe (dig speed 38 turns) Frostserpent the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +7 Mag Changes resistances: +3% cold Changes resistances penetration: +5% mind Maximum hate: +6.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 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. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Xanuba the Balancenight (16/16, 27-32 power, 2 apr)Xanuba the Balancenight (16/16, 27-32 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 16 On weapon hit: * 10% chance to reduce all saves and defense by 18 On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +20 nature Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. storming pouch of dwarven-steel shots of wind (22/22, 32-39 power, 3 apr)storming pouch of dwarven-steel shots of wind (22/22, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 101 physical damage Travel speed: +200% Damage (Ranged): +8 lightning Damage (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
elm totem of healing 'Zubarinne' [power 110] (15 cooldown) elm totem of healing 'Zubarinne' [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes resistances: +5% arcane Spellpower: +20 (+7 eff.) Spell crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 34. 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% 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. |
163 alchemist citrine 163 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
12 citrine 12 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 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. |
16 zircon 16 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 Rentrnna the Halfling Alchemist level 10
32nd Dusk 122nd year of Ascendancy at 16:33 see stats
By Rentrnna the Halfling Alchemist level 10
25th Dusk 122nd year of Ascendancy at 00:55 see stats
By Rentrnna the Halfling Alchemist level 13
47th Dusk 122nd year of Ascendancy at 22:31 see stats
By Rentrnna the Halfling Alchemist level 7
78th Pyre 122nd year of Ascendancy at 06:39 see stats
By Rentrnna the Halfling Alchemist level 12
44th Dusk 122nd year of Ascendancy at 03:46 see stats
By Rentrnna the Halfling Alchemist level 18
68th Dusk 122nd year of Ascendancy at 07:19 see stats
Log
Rentrnna evades Nerama the large white snake.
Nerama the large white snake hits Rentrnna for 71 physical, 4 acid (76 total damage).
Melee retaliation hits Nerama the large white snake for 1 lightning, 4 blight (5 total damage).
Rentrnna casts Channel Staff.
Rentrnna casts Channel Staff.
Rentrnna's Channel Staff hits Nerama the large white snake for 20 lightning damage.
Nerama the large white snake uses Slash.
Rentrnna evades Nerama the large white snake.
Rentrnna overcomes the gloom
Rentrnna casts Channel Staff.
Nerama the large white snake uses Ice Claw.
Nerama the large white snake hits Rentrnna for 107 cold, 4 acid (112 total damage).
Rentrnna's Channel Staff hits Nerama the large white snake for 41 lightning damage.
Melee retaliation hits Nerama the large white snake for 1 lightning, 7 blight (8 total damage).
Nerama the large white snake hits Rentrnna for 93 physical, 4 acid (97 total damage).
Melee retaliation hits Nerama the large white snake for 2 lightning, 8 blight (10 total damage).
Rentrnna casts Channel Staff.
Rentrnna's spell attains critical power!
Rentrnna's Channel Staff hits Nerama the large white snake for 68 lightning damage.
Rentrnna feels pain again.
Rentrnna is no longer dominated.
Talent Gem Portal is ready to use.
Nerama the large white snake uses Frenzy.
Rentrnna has been overwhelmed.
Nerama the large white snake hits Rentrnna for 51 physical, 5 acid, 50 physical, 5 acid, 48 physical, 5 acid, 53 physical (216 total damage).
Melee retaliation hits Nerama the large white snake for 2 lightning, 8 blight, 2 lightning, 8 blight, 2 lightning, 8 blight, 2 lightning, 8 blight (38 total damage).
Rentrnna the level 18 halfling alchemist was tortured to death by Nerama the large white snake on level 1 of Old Forest.