











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 27 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Yvywe the skeleton magus at level 27 on the 27th Haze 122nd year of Ascendancy at 17:54 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 66 (base 54) |
| Constitution | 20 (base 10) |
| Magic | 23 (base 13) |
| Willpower | 18 (base 10) |
| Cunning | 61 (base 54) |
Resources
| Life | -226/599 |
| Mana | 171/206 |
| Stamina | 89/188 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 8.4935940247711 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | +20% |
| Spell | +3.0165363095713% |
| Global | +135.35500764882% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 10 |
| See Stealth | 36.634129341246 |
| See Invisible | 36.634129341246 |
| Stealth | 35.026536522787 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 75 |
| Crit Chance | 53% |
| APR | 59 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 75 |
| Crit Chance | 45% |
| APR | 49 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 21% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +13% |
| Temporal | +5% |
| Blight | +5% |
| Physical | +17% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +35% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 76 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 12 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 10%( 70%) |
| Cold | + 12%( 70%) |
| Fire | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 117 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 616% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 167.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Phantasmal Shield |
| talent | Stealth |
| talent | Shadow Combat |
| talent | Trained Reactions |
| beneficial effect | Improves/gives invisibility (power 12), reducing damage dealt by 0%. Invisibility |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Increases global action speed by 35%. Speed |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 62%. Exhaustion |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 18, accuracy by 26, and all damage penetration by 30%. Expose Weakness |
| detrimental effect | The target is on fire, taking 72.06 fire damage per turn. Burning |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Elewen the red crystal. Escort: worried loremaster (level 1 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 |
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 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 iron boots 'Todar' (0 def, 15 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +15 Fatigue: +2% Changes stats: +5 Con Changes resistances: +7% lightning / +6% temporal Critical mult.: +10.00% Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flashwrecker the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +16 Changes resistances: +3% light / +3% fire Critical mult.: +15.00% Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eclipsequick (0 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Fatigue: +3% Changes resistances: +3% light / +3% temporal Changes damage: +6% darkness Spell save: +3 (+1 eff.) Confusion immunity: +20% Only die when reaching: -80.00 life Infravision radius: +2 A cap made of leather. |
| On hands | Adoriatira (0 def, 8 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +8 Damage (Melee): 7 cold / 5 physical Changes stats: +2 Cun Changes resistances: +9% darkness / +6% cold Changes damage: +5% physical / +5% cold Equilibrium when hit: +0.08 Psi when hit: +0.04 Infravision radius: +1 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +4 darkness Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 ice / +7 physical It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | wizard's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +3 Mag Changes damage: +10% light Spell save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Woewilter the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +30 (+9 eff.) Changes stats: +5 Con Changes resistances penetration: +5% darkness Physical save: +10 (+5 eff.) Poison immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 Rings can have magical properties. |
| Around neck | GrowspireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +4 Str / +2 Dex / +5 Wil Physical save: +6 (+3 eff.) Amulets can have magical properties. |
| In main hand | Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Around waist | FloezephyrCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Changes stats: +8 Dex / +4 Cun / +5 Lck Changes resistances: +6% cold Trap disarming bonus: +7 Stealth bonus: +6 Stamina each turn: +3.00 Maximum stamina: +20.00 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | 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: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% 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. |
| Cloak | Isleravea the Sunwoe (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +1 Dex Changes damage: +3% light Only die when reaching: -80.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glinn (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes damage: +12% physical Critical mult.: +20.00% Life regen: +3.40 Stamina each turn: +2.90 A suit of armour made of leather. |
Inventory
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: 22 Travel Speed: instantaneous Usage Speed: Spell (97% 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. |
This item will automatically be transmogrified when you leave the level.blink rune (range 4; phase 17; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 387; dur 4; cd 17)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 387 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune of the wizard (absorb 318; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level.Kibers the Brighttide Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +6% temporal / +9% light / +9% darkness Changes resistances penetration: +25% nature Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
Gilulevor the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +3 Str Changes resistances: +26% fire Changes damage: +9% physical / +13% fire Critical mult.: +5.00% Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 45 power out of 50/50) : Effective talent level: 2.6 Power cost: 45 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Phoenixwinter the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% mind Changes resistances penetration: +10% fire Changes damage: +6% fire Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
steel ring 'Hathesta'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Wil Changes resistances: +24% fire Changes damage: +12% fire Reduces incoming crit damage: 15.00% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.titan's gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings can have magical properties. |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 98.09 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of crippling (38.5-61.6 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: 38.5 - 61.6 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ranger's hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +3 Dex Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Eclipsemoon (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Changes resistances: +9% mind Changes resistances penetration: +15% darkness / +15% fire Changes damage: +20% acid / +3% fire / +3% darkness Talent granted: +1 Command Staff Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +4 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 69.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of wizardry (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +18.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
BelakanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +1 Str / +1 Con Changes resistances: +6% lightning / +6% temporal / +3% blight Changes resistances penetration: +5% physical Only die when reaching: -80.00 life A belt that goes around your waist. |
LisithaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Str Changes resistances: +3% acid / +6% fire / +6% light / +6% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
UlfihellInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Con Changes damage: +9% acid Life regen: +0.80 Only die when reaching: -40.00 life Maximum stamina: +30.00 Healing mod.: +20% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Xabeth the cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +3 Dex Changes resistances: +15% acid / +6% fire / +6% darkness Physical save: +15 (+7 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adolaith the Dourtickler (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% nature Changes resistances penetration: +5% darkness / +5% mind Changes damage: +6% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Psi when hit: +0.04 A pair of boots made of leather. |
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 Cun / +4 Wil 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. |
Gloronne the Ebonyflash (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +3 Mag / +2 Wil / +3 Con Changes resistances: +3% blight Changes damage: +12% blight Spellpower: +11 (+5 eff.) Mindpower: +6 (+3 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 23 turns. A pair of boots made of leather. |
Mardidan (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+10 eff.) Armour: +8 Fatigue: +3% Changes stats: +2 Str / +1 Dex Changes resistances penetration: +15% physical Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mucusbrawn (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% fire / +6% cold Changes damage: +12% nature Stamina each turn: +3.00 Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Relgyzilarath' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes stats: +3 Str / +4 Con Changes damage: +6% physical Mental save: +12 (+6 eff.) Confusion immunity: +10% Only die when reaching: -40.00 life Size category: +1 A pair of boots made of leather. |
Cobrarigor (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 45% * 20 arcane resource burn Damage (Melee): 10 acid Changes resistances: +7% acid / +3% cold Changes resistances penetration: +10% nature Changes damage: +6% acid / +12% nature Spell save: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Kheleyaleg the hardened leather gloves (0 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +3 Str / +3 Mag Changes damage: +3% arcane / +3% physical Critical mult.: +5.00% Mental save: +6 (+3 eff.) Silence immunity: +20% When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +6 arcane Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +5 arcane / +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Furnaceenvy' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +3 Dex / +3 Wil Changes resistances: +3% light / +3% darkness When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourmaster (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes resistances: +1% physical Changes resistances penetration: +10% fire / +5% physical Stamina each turn: +2.00 Only die when reaching: -60.00 life Infravision radius: +2 A cap made of leather. |
Glimmerwar (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% mind Mindpower: +30 (+14 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Ivinor the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +5 Str / +3 Cun Changes resistances penetration: +10% mind Critical mult.: +20.00% Psi when hit: +0.04 Mindpower: +5 (+3 eff.) Mental crit. chance: +1% A cap made of leather. |
Starbliss (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Changes stats: +3 Dex Changes damage: +9% light Stamina each turn: +1.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Stormsin the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +15% lightning Changes resistances penetration: +15% lightning / +15% temporal / +15% arcane Changes damage: +6% arcane Mana each turn: +0.19 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Hellsshear' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 fire Changes damage: +11% darkness / +8% temporal / +10% light / +10% physical Critical mult.: +15.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Mindpower: +15 (+8 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Skywyrd' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 lightning Changes stats: +4 Cun / +3 Dex Changes resistances: +6% blight Changes resistances penetration: +20% lightning / +5% acid Changes damage: +21% acid / +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Arcwrack' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% acid / +6% lightning / +3% blight Disease immunity: +10% Disarm immunity: +20% Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.80 Maximum life: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing hardened leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Dairaldir the cured leather armour (6 def, 12 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +12 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 arcane Changes stats: +8 Str Changes resistances: +5% arcane / +12% fire / +7% mind / +16% physical Changes damage: +3% physical Mental save: +13 (+6 eff.) Life regen: +5.80 Maximum life: +39.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Blazewish (0 def, 4 armour, 39.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 9 cold Damage when hit (Melee): 4 ice Changes stats: +2 Dex / +3 Mag / +6 Wil / +5 Cun Changes resistances: +12% lightning Changes damage: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
5 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. |
223 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betyrema the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Changes resistances: +7% light Changes resistances penetration: +5% blight Changes damage: +7% darkness / +3% arcane Damage affinity(heal): +5% darkness Critical mult.: +20.00% Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 96.70 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Drurig'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 13 fire Changes resistances: +1% physical / +6% fire / +6% nature / +6% mind Maximum life: +100.00 Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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 182 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. |
This item will automatically be transmogrified when you leave the level.Silewen (22/22, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage Shield penetration (this weapon only): +20% Damage (Ranged): +20 blight / +11 cold / +20 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Bleakquell [power 170] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +18% fire / +5% arcane Changes resistances penetration: +15% light Changes damage: +9% darkness It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cystsorrow the iron torque of gale force [power 110] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Changes damage: +3% cold Mental save: +3 (+1 eff.) Psi when hit: +0.16 Maximum hate: +4.00 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 129 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lisamikira the Darkwasp [power 47] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Changes resistances: +9% darkness It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Heal for 52. * Increase the duration of 1 beneficial effects by 1. * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Mayira' [power 45] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 26% Changes damage: +15% acid Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Beylach the Taintroar [power 176] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% darkness Stun/Freeze immunity: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 22% for 2 turns. * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of stinging [power 122] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Samydor' [power 230] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% temporal / +2% physical Changes resistances penetration: +5% physical Stamina each turn: +2.00 It can be used to sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Heal for 39. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
5 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. |
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. |
6 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. |
3 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Iteni the Shalore Shadowblade level 24
16th Haze 122nd year of Ascendancy at 05:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Iteni the Shalore Shadowblade level 17
47th Dusk 122nd year of Ascendancy at 01:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Iteni the Shalore Shadowblade level 24
14th Haze 122nd year of Ascendancy at 23:32 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Iteni the Shalore Shadowblade level 27
24th Haze 122nd year of Ascendancy at 14:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Iteni the Shalore Shadowblade level 10
5th Dusk 122nd year of Ascendancy at 08:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Iteni the Shalore Shadowblade level 20
73rd Dusk 122nd year of Ascendancy at 14:33 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Iteni the Shalore Shadowblade level 18
55th Dusk 122nd year of Ascendancy at 20:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Iteni the Shalore Shadowblade level 9
5th Mirth 122nd year of Ascendancy at 23:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Iteni the Shalore Shadowblade level 9
7th Mirth 122nd year of Ascendancy at 09:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Iteni the Shalore Shadowblade level 22
79th Dusk 122nd year of Ascendancy at 11:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Iteni the Shalore Shadowblade level 16
22nd Dusk 122nd year of Ascendancy at 21:06 see stats
Log
Iteni performs a melee critical strike against Yvywe the skeleton magus!
Yvywe the skeleton magus is free from the ice.
Iteni steals life from Skeleton warrior!
Iteni steals life from Yvywe the skeleton magus!
Melee retaliation hits Iceblock for 7 temporal, 7 temporal, 7 temporal, 7 temporal, 7 temporal (32 total damage).
Melee retaliation hits Iteni for 6 temporal, 6 temporal, 6 temporal, 6 temporal (23 total damage).
Iteni hits Skeleton warrior for (7 absorbed), 0 physical, (7 absorbed), 0 physical, (7 absorbed), 0 cold, (8 absorbed), 0 physical, (7 absorbed), 0 physical, (7 absorbed), 0 cold, (9 absorbed), 0 physical (0 total damage).
Iteni hits Skeleton warrior for 8 physical, 8 physical, 9 cold, 10 physical, 8 physical, 9 cold, 10 physical (63 total damage).
Iteni hits Yvywe the skeleton magus for (33 absorbed), (994 mana), 0 temporal, 86 physical, 4 temporal, 5 physical, 8 light, 5 cold, 20 darkness, 96 physical, 17 blight, 16 fire, 5 physical, 8 light, 5 cold, 20 darkness, 28 temporal, 74 physical, 33 physical, 4 darkness, 5 physical, 8 light, 5 cold, 20 darkness, 6 physical, 4 temporal, 5 physical, 8 light, 5 cold, 20 darkness, 89 physical, 66 physical, 4 darkness, 5 physical, 8 light, 5 cold, 20 darkness, 6 physical, 5 cold, (3 to ice), 4 physical, (7 to ice), 11 blight, (7 to ice), 10 fire, (2 to ice), 3 physical, (3 to ice), 5 light, (2 to ice), 3 cold, (8 to ice), 13 darkness, (12 to ice), 17 temporal, (30 to ice), 45 physical, (26 to ice), 39 physical, (2 to ice), 2 darkness, (2 to ice), 3 physical, (3 to ice), 5 light, (2 to ice), 3 cold, (8 to ice), 13 darkness, (2 to ice), 4 physical, (2 to ice), 3 cold, (3 to ice), 4 physical, (2 to ice), 3 temporal, (2 to ice), 3 physical, (3 to ice), 5 light, (2 to ice), 3 cold, (8 to ice), 13 darkness, (31 to ice), 47 physical, (7 to ice), 11 blight, (7 to ice), 10 fire, (2 to ice), 3 physical, (3 to ice), 5 light, (2 to ice), 3 cold, (8 to ice), 13 darkness (1030 total damage).
The shield around skeleton warrior crumbles.
Yvywe the skeleton magus's arcane area effect hits Skeleton warrior for (262 absorbed), (117 to ice), 176 arcane (176 total damage).
Yvywe the skeleton magus's arcane area effect hits Skeleton warrior for 667 arcane damage.
Yvywe the skeleton magus's arcane area effect hits Iteni for 556 arcane damage.
Yvywe the skeleton magus briefly catches sight of you!
Yvywe the skeleton magus casts Flame.
Iteni reacts to damage from Yvywe the skeleton magus, mitigating the blow!.
Iteni is on fire!
Yvywe the skeleton magus hits Iteni for (56 reacted , -6 stam), 141 fire (141 total damage).
Yvywe the skeleton magus speeds up.
Burning from Yvywe the skeleton magus hits Iteni for 66 fire damage.
Iteni the level 27 shalore shadowblade was blazed to death by Yvywe the skeleton magus on level 1 of Ruined Dungeon.
Iteni deactivates Trained Reactions.
Iteni deactivates Shadow Combat.
Iteni is no longer invisible.
Iteni slows down.
Iteni deactivates Shadow Feed.
Iteni deactivates Stealth.
Iteni stops burning.
Iteni deactivates Phantasmal Shield.
Iteni is no longer focused on penetrating defenses.































































































































