












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 33 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Dudanutz at level 33 on the 42nd Stralite 123rd year of Ascendancy at 09:53 / 1 |
Primary Stats
| Strength | 73 (base 60) |
| Dexterity | 21 (base 13) |
| Constitution | 24 (base 13) |
| Magic | 62 (base 60) |
| Willpower | 17 (base 10) |
| Cunning | 29 (base 15) |
Resources
| Life | -96/1082 |
| Mana | 0/327 |
| Insanity | 75/100 |
| Healing Factor | 1.3272674059366 |
| Regeneration | 12.277223504914 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 29.531246398506 |
| See Invisible | 29.531246398506 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 58 |
| Crit Chance | 15% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +33% |
| Light | +12% |
| Temporal | +30% |
| Blight | +12% |
| Physical | +36% |
| All | 0% |
Offense: Damage Penetration
| Cold | +12% |
| Darkness | +37% |
| Fire | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 61 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 28%( 70%) |
| Mind | + 29%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 40%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Bleed Resistance | 10% |
| Confusion Resistance | 34% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Cyroleda the orc master assassin. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 33. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Issebers' (30 def, 1 armour) =acc def=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +1 Defense: +30 (+9 eff.) Life regen: +2.00 Equilibrium when hit: +0.04 Maximum life: +80.00 Healing mod.: +11% A pair of boots made of leather. |
| Light source | BelidhennInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Physical crit. chance: +1.0% Defense: +7 (+3 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +7% blight Changes resistances penetration: +7% all Physical save: +13 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +13 (+3 eff.) Life regen: +3.00 Maximum stamina: +30.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Serpentsweeper the hardened leather cap (15 def, 3 armour) =15 oop=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +5 Str / +4 Wil Changes resistances: +6% acid / +13% physical / +6% light / +12% fire / +9% nature Changes resistances penetration: +5% cold Physical save: +9 (+3 eff.) Cut immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
| Tool | overpowered yew totem of healing [power 416] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Firepiety the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Changes stats: +5 Cun / +5 Dex Changes resistances: +6% lightning / +12% temporal Changes resistances penetration: +5% fire Stun/Freeze immunity: +10% Healing mod.: +10% Rings make your fingers look great! |
| On fingers | Zuboba =34 wut=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +1 Str / +4 Mag / +4 Cun Reduces incoming crit damage: 5.00% Maximum encumbrance: +25 Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +34% Infravision radius: +2 Rings make your fingers look great! |
| Around waist | Geda the Jethunger =20 ddmg=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +21% darkness Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 Infravision radius: +2 A belt that goes around your waist. |
| In main hand | Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 82 temporal damage and slows enemies in radius 6 of the target by 92% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 9 power out of 10/10) : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| On hands | Nerudara the Coalvile (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 5 physical Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% darkness Changes damage: +6% light / +6% physical Critical mult.: +10.00% Maximum vim: +10.00 Spellpower: +20 (+6 eff.) 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 | Gloomprophet (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Changes resistances: +6% light / +21% darkness / +15% mind / +11% all Changes resistances penetration: +25% darkness Changes damage: +6% light Physical save: +13 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Belynik the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Dex / +3 Cun / +5 Con Changes resistances: +22% darkness / +16% temporal Maximum stamina: +20.00 Mindpower: +30 (+10 eff.) Defense after a teleport: +19 Resist all after a teleport: +10% New effects duration reduction after a teleport: +17% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | LisitaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+8 eff.) Changes resistances: +6% lightning / +15% nature / +6% blight Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+3 eff.) Silence immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 186; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; magical, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 32%; mental; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 93; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arotira the Deepswalker =30 stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Wil / +2 Mag Changes resistances: +19% lightning / +3% darkness Changes resistances penetration: +15% blight Stun/Freeze immunity: +30% Light radius: +3 Amulets make your neck look great! |
Charwalker =4 rescap=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 10 acid Changes resistances: +21% fire Changes resistances cap: +4% all Changes damage: +6% lightning / +12% acid Physical save: +13 (+4 eff.) Amulets make your neck look great! |
Gleamstreak the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+7 eff.) Changes resistances: +6% darkness Changes resistances penetration: +10% light Talent masteries: +0.26 Cunning / Survival +0.26 Demented / Horrific body Spell save: +12 (+3 eff.) Knockback immunity: +20% Healing mod.: +5% Amulets make your neck look great! |
Gunendur the BlastsweepInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 lightning / 2 light Changes resistances: +9% lightning / +12% temporal Changes damage: +3% light Pinning immunity: +24% Knockback immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
Gussra =3 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +3 Con Changes resistances: +2% physical Talent mastery: +0.17 Cunning / Survival Stamina each turn: +2.00 Equilibrium when hit: +0.04 Psi when hit: +0.24 Amulets make your neck look great! |
Ichorreek the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 36% Changes resistances penetration: +10% acid / +5% cold Changes damage: +6% acid / +3% nature Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 263 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
MayyminaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +8 Defense: +10 (+4 eff.) Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +16% physical Changes damage: +3% physical Stamina each turn: +1.20 Amulets make your neck look great! |
RhurigCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +2 Cun / +2 Mag Changes resistances: +9% blight / +12% temporal Changes damage: +3% mind Talent mastery: +0.28 Demented / Horrific body Amulets make your neck look great! |
clarifying steel amulet of mastery (0.10 Demented / Beyond sanity) =28 wut=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.10 Demented / Beyond sanity Confusion immunity: +28% Amulets make your neck look great! |
copper amulet 'Nidradorath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Mag Changes resistances: +1% physical Life regen: +4.00 Vim when firing critical spell: +1.00 Maximum mana: +60.00 Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Cunning / Survival Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
starlit steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +11% darkness Blindness immunity: +38% Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
wanderer's copper amulet of willpower (+4) =4 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Wil / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Muckumbra the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +6 Con Changes resistances: +15% nature Critical mult.: +10.00% Physical save: +18 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
YvuleminaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 25 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 25 Damage (Ranged): 7 physical Changes stats: +3 Cun Reduces incoming crit damage: 5.00% Blindness immunity: +20% Poison immunity: +20% Disease immunity: +20% Silence immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Fatigue: -5% Maximum encumbrance: +22 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
rogue's copper ring of arcana (+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Silence immunity: +21% Mana each turn: +0.12 Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Brightsmasher (155% power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 cold / +16 fire Damage (radius 1) on hit: +12 arcane When wielded/worn: Changes stats: +13 Str / +10 Dex / +12 Mag / +13 Wil / +12 Cun / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +25% fire Changes damage: +9% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.yew longbow 'Nightquick' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +6.0% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +30% darkness Longbows are used to shoot arrows at your foes. |
Mayedhera the Floeshear (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Con Changes resistances: +9% cold Changes resistances penetration: +15% cold / +6% physical Disarm immunity: +34% Sharp, long, and deadly. |
Sparkzeal (143% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 144% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 temporal / +13 cold When wielded/worn: Changes resistances: +12% lightning / +8% temporal Changes resistances penetration: +10% lightning / +5% cold Changes damage: +12% cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Prismspike the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (radius 2) on crit: +4 light When wielded/worn: Changes stats: +4 Dex Changes resistances: +9% nature / +15% fire Changes resistances penetration: +25% physical Silence immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Raguhor the Shiverorder (110% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Damage (Melee): +20 cold When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +4 Cun Changes resistances: +12% cold Changes resistances penetration: +25% mind Mental save: +12 (+3 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 One-handed war axes. |
dwarven-steel waraxe 'Durerin' (120% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical crit. chance: +1.0% Changes resistances penetration: +15% arcane / +9% physical Maximum mana: +80.00 One-handed war axes. |
flaming voratun waraxe of vileness (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +5 blight Damage (radius 1) on hit: +5 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite waraxe of amnesia (138% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 26 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +9 blight When wielded/worn: Disease immunity: +14% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel waraxe of vileness (124% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +7 blight When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical One-handed war axes. |
GlimmerlaceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +6% fire / +9% light / +5% cold Changes resistances penetration: +5% darkness Changes damage: +6% light / +6% lightning Light radius: +1 A belt that goes around your waist. |
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. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 255, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Voidveil the rough leather belt =pen 3 con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +5% darkness / +15% physical Damage against: +16% Summoned Reduced damage from: +15% Summoned Stamina each turn: +1.00 A belt that goes around your waist. |
balancing hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Cun / +4 Dex Changes resistances: +8% blight Mental crit. chance: +7% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Sulfurstoker'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +3 Cun Changes damage: +3% nature Mental save: +6 (+1 eff.) Maximum life: +54.00 Light radius: +2 A belt that goes around your waist. |
Blazepyre (16 def, 0 armour) =phpen=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +16 (+6 eff.) Changes resistances penetration: +5% light / +20% physical Critical mult.: +10.00% Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbracast the cashmere cloak (2 def, 2 armour) =bli 3 con=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Dex / +2 Cun / +3 Con Changes resistances: +15% blight / +3% fire / +14% nature / +3% acid Changes damage: +12% darkness Reduces incoming crit damage: 5.00% Physical save: +8 (+2 eff.) Life regen: +4.00 Maximum life: +49.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Mayivea' (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +10 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +4 Dex / +5 Con Changes resistances: +18% fire / +19% light / +15% temporal Changes damage: +6% arcane / +6% temporal Talent mastery: +0.30 Technique / Combat training Critical mult.: +24.00% Stealth bonus: +27 Spell save: +13 (+4 eff.) Stamina each turn: +0.80 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (8 def, 0 armour) =10 oop=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes resistances: +19% darkness / +13% temporal Physical save: +7 (+2 eff.) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aryrima (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +11% darkness / +12% blight / +21% fire / +10% mind / +9% all Changes damage: +6% mind / +14% fire Physical save: +10 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +24 (+6 eff.) Life regen: +1.50 Psi when hit: +0.04 Maximum life: +48.00 Healing mod.: +11% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +13% all Changes resistances penetration: +9% temporal / +7% physical Changes damage: +5% physical / +10% temporal / +9% all Spellpower: +14 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% fire / +12% cold / +9% all Changes resistances penetration: +7% darkness / +6% physical Changes damage: +7% acid / +12% physical / +10% darkness / +5% fire / +11% cold Talent cooldown: Refit Golem (-2 turns) Maximum hate: +5.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour) =4 con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all Changes damage: +11% nature Poison immunity: +20% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Obsidianzeal the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +6% temporal / +6% light / +3% darkness Changes resistances penetration: +5% nature Changes damage: +6% darkness Physical save: +11 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blood-soaked pair of iron boots of strife (0 def, 3 armour) =3 con=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +6% physical Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Sunwreath' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 blight Changes stats: +3 Dex / +14 Mag / +3 Cun Changes resistances penetration: +20% light Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
pair of iron boots 'Yvodhewen' (5 def, 3 armour) =10 stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +6% lightning / +5% temporal / +3% nature Stun/Freeze immunity: +10% Life regen: +2.00 Maximum life: +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Zerumas' (20 def, 7 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +20 (+7 eff.) Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% physical Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Duryldir the Nimbussun (0 def, 2 armour) =urk=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +12% nature / +15% lightning Changes resistances penetration: +15% lightning Changes damage: +3% nature Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +29% 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. |
Eilinossra the Searprophet (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 51% Damage (Melee): 21 lightning / 10 cold Changes resistances: +14% lightning / +6% temporal / +3% darkness / +6% cold / +5% arcane Changes damage: +10% lightning / +7% cold / +3% fire 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. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy 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 (+3 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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. 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. |
Mayodhelle the dwarven-steel gauntlets (0 def, 6 armour) =dark 10 oop=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 10 darkness Changes stats: +4 Dex Changes resistances: +6% acid / +15% fire / +10% darkness / +5% arcane Changes damage: +6% darkness Mental save: +15 (+4 eff.) Maximum stamina: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Xobeth the rough leather gloves (0 def, 1 armour) =8 con=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +1 Changes stats: +3 Dex / +8 Con Changes resistances: +6% blight / +12% fire Changes resistances penetration: +20% acid Light radius: +3 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. |
hardened leather gloves 'Mardosaneg' (5 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +9% temporal / +2% physical / +3% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Cut immunity: +20% Healing mod.: +10% 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. |
iron gauntlets 'Lelundil' (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 blight Changes resistances: +6% blight Changes resistances penetration: +15% temporal Changes damage: +18% temporal Critical mult.: +6.00% Spell crit. chance: +6% Mental crit. chance: +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. |
Blacksage (1 def, 0 armour) =20 wut=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes resistances: +6% acid / +2% physical / +16% nature Changes damage: +11% nature Confusion immunity: +20% Light radius: +1 A pointy cloth hat, very wizardly... |
Erelizilahad (2 def, 0 armour) =20 stun=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +9% temporal / +16% nature / +5% arcane Changes damage: +11% nature Mental save: +3 (+1 eff.) Stun/Freeze immunity: +20% Infravision radius: +2 A pointy cloth hat, very wizardly... |
Lisuvea (1 def, 0 armour) =8 dex=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +8 Dex / +2 Wil Changes resistances: +6% lightning / +7% temporal Changes damage: +6% acid Silence immunity: +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Venomradiance' (2 def, 0 armour) =urk=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +19% lightning / +15% nature Changes resistances penetration: +25% mind Changes damage: +13% lightning / +9% nature A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% fire / +6% cold A cap made of leather. |
miner's iron helm of the depths (0 def, 5 armour) =water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Mental save: +16 (+4 eff.) Life regen: +1.00 Maximum life: +29.00 Healing mod.: +11% A suit of armour made of mail. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
362 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Giliyasus =2 con 20 wut 80 unl=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +5% arcane Cut immunity: +20% Confusion immunity: +20% Life regen: +7.00 Only die when reaching: -80.00 life 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. |
KaralenCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Con Changes resistances: +6% lightning / +9% temporal Physical save: +3 (+1 eff.) Light radius: +6 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. |
Silyvea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 36% Changes stats: +1 Dex / +1 Mag Changes resistances: +6% temporal / +3% physical Maximum life: +41.00 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Gleambrace' =15 oop=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% acid / +3% light Changes resistances penetration: +20% light Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
brass lantern 'Urthurig'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% acid / +3% light / +12% darkness Changes damage: +3% mind Light radius: +6 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 112% of the healing done. This effect scales with your Magic stat. Activation costs 62 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
This item will automatically be transmogrified when you leave the level.Silanor the pouch of dwarven-steel shots (22/56, 137% power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 56 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage (Ranged): +20 mind Damage (radius 1) on hit: +16 blight / +16 mind Damage (radius 2) on crit: +20 blight When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Tulygorn the Strikevein [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid / +12% temporal / +6% darkness / +3% blight Changes damage: +18% lightning Spell save: +6 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of clear mind [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ulyndil the Rootmark [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +3% lightning / +9% fire / +3% nature Changes resistances penetration: +10% nature It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 96 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
ash wand of conjuration 'Lightzeal' [power 155] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% light Spell save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower: +10 (+3 eff.) It can be used to fire a magical bolt dealing 155 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of lightning storm [power 116] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of clairvoyance [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Dudanutz the Dwarf Writhing One level 33
35th Stralite 123rd year of Ascendancy at 02:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dudanutz the Dwarf Writhing One level 15
42nd Profit 122nd year of Ascendancy at 12:03 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Dudanutz the Dwarf Writhing One level 33
34th Stralite 123rd year of Ascendancy at 18:31 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Dudanutz the Dwarf Writhing One level 24
13rd Loss 122nd year of Ascendancy at 11:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dudanutz the Dwarf Writhing One level 22
32nd Dearth 122nd year of Ascendancy at 04:35 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dudanutz the Dwarf Writhing One level 31
20th Gold 123rd year of Ascendancy at 18:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dudanutz the Dwarf Writhing One level 32
25th Stralite 123rd year of Ascendancy at 10:01 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dudanutz the Dwarf Writhing One level 32
19th Stralite 123rd year of Ascendancy at 14:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dudanutz the Dwarf Writhing One level 10
27th Voratun 122nd year of Ascendancy at 21:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dudanutz the Dwarf Writhing One level 20
22nd Wealth 122nd year of Ascendancy at 22:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dudanutz the Dwarf Writhing One level 30
23rd Steel 123rd year of Ascendancy at 05:58 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Dudanutz the Dwarf Writhing One level 30
16th Gold 123rd year of Ascendancy at 05:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dudanutz the Dwarf Writhing One level 23
44th Dearth 122nd year of Ascendancy at 22:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dudanutz the Dwarf Writhing One level 13
2nd Profit 122nd year of Ascendancy at 14:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dudanutz the Dwarf Writhing One level 13
25th Profit 122nd year of Ascendancy at 00:35 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dudanutz the Dwarf Writhing One level 32
34th Stralite 123rd year of Ascendancy at 10:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dudanutz the Dwarf Writhing One level 25
15th Loss 122nd year of Ascendancy at 19:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dudanutz the Dwarf Writhing One level 18
15th Wealth 122nd year of Ascendancy at 06:04 see stats
Log
Aeramina the dredgling casts Shadow Grasp.
Aeramina the dredgling's spell attains critical power!
Dudanutz casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Dudanutz is recovering from the damage!
Dudanutz shrugs off the effect 'Disarmed'!
Aeramina the dredgling HEALS from light damage!
Aeramina the dredgling teleports some damage to Worm that walks (servant of Dudanutz)!
Aeramina the dredgling hits Dudanutz for 543 darkness damage.
Melee retaliation hits Worm that walks (servant of Dudanutz) for 30 light, 19 darkness, 30 light (80 total damage).
Worm that walks (servant of Dudanutz) hits Aeramina the dredgling for (20 teleported), 0 physical, (2 teleported), 0 blight, (6 teleported), 0 blight, (13 teleported), 0 physical, 3 blight, 8 light, 6 blight, (5 teleported), 0 fire (17 total damage).
Worm that walks (servant of Dudanutz) hits Dudanutz for 20 teleported, 2 teleported, 6 teleported, 13 teleported, 5 teleported (47 total damage).
Worm that walks (servant of Dudanutz) receives 1 healing from Ruin.
Ruin killed Worm that walks (servant of Dudanutz)!
Tentacle Constriction from Dudanutz performs a melee critical strike against Aeramina the dredgling!
The fabric of space around Aeramina the dredgling stabilizes to normal.
The protective shield of Aeramina the dredgling disappears.
Aeramina the dredgling's can be afflicted again.
Aeramina the dredgling casts a protective shield just in time!
Aeramina the dredgling is covered in black blood!
Aeramina the dredgling HEALS from darkness damage!
Aeramina the dredgling teleports some damage to Dudanutz!
Tentacle Constriction from Dudanutz hits Aeramina the dredgling for (361 teleported), 1 darkness, 20 healing, 7 physical (8 total damage) [20 healing].
Tentacle Constriction from Dudanutz hits Dudanutz for 361 teleported damage.
Dudanutz's defiled blood area effect hits Aeramina the dredgling for 15 darkness, 1 healing, 6 physical (21 total damage) [1 healing].
Aeramina the dredgling's sanctity area effect hits Decaying devourer for 44 light damage.
Aeramina the dredgling's defensive darkness area effect hits Decaying devourer for 17 darkness damage.
Dudanutz the level 33 dwarf writhing one was battered to death by himself in an act of extreme incompetence on level 3 of Temporal Rift.
Aeramina the dredgling is free from the tentacle constriction.
Decaying devourer no longer revels in blood quite so much.































































































































