Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Krog |
Class | Wyrmic |
Level / Exp | 19 / 15% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 56.247447312088 (base 46) |
Dexterity | 12 (base 10) |
Constitution | 16 (base 11) |
Magic | 8 (base 10) |
Willpower | 63.247447312088 (base 39) |
Cunning | 10 (base 10) |
Resources
Life | 722/722 |
Equilibrium | 40 |
Healing Factor | 1.2683870967742 |
Regeneration | 30.170363755898 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 64 |
Accuracy | 34 |
Crit Chance | 4% |
APR | 4 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 5% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Lightning | +5% |
Light | +18% |
Nature | +13% |
Mind | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +15% |
Darkness | +15% |
Fire | +37% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 48.353255503439 (88.454810495627%) |
Defense | 18 |
Ranged Defense | 26 |
Fatigue | 47 |
Physical Save | 31 |
Spell Save | 28 |
Mental Save | 24 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 61%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Physical | + 10%( 70%) |
Lightning | + 28%( 70%) |
Mind | + 3%( 70%) |
Fire | + 42%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 21% |
Bleed Resistance | 40% |
Confusion Resistance | 20% |
Stun Resistance | 95% |
Knockback Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 9% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 10 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Icy Skin |
talent | Antimagic Shield |
Quests
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 |
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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed black mamba head. 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 chunk of ghoul flesh. * You've found the needed bloated horror heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aeratorig the Shadowquake (0 def, 1 armour) Aeratorig the Shadowquake (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% mind Changes damage: +3% mind Critical mult.: +20.00% Life regen: +2.00 Mental crit. chance: +1% Healing mod.: +11% A pair of boots made of leather. |
Light source | Forestbright ForestbrightInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% nature / +2% physical Confusion immunity: +20% Teleport immunity: +10% Life regen: +2.00 Maximum life: +41.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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. |
On head | Chylar the Scabbrace (0 def, 3 armour) Chylar the Scabbrace (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% nature Changes resistances penetration: +10% fire Changes damage: +6% nature / +6% fire Stamina when hit: +0.80 Equilibrium when hit: +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Glolaith (0 def, 2 armour) Glolaith (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 8 lightning Changes resistances: +8% lightning / +9% acid Changes damage: +5% lightning Spell save: +12 (+6 eff.) Life regen: +7.70 Stamina each turn: +1.30 Psi each turn: +0.18 Maximum stamina: +15.00 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. |
Tool | Ichorwitch the iron pickaxe (dig speed 30 turns) Ichorwitch the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +1 Str / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +10% lightning Changes damage: +3% nature Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Duskstar DuskstarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% * 10% chance to reduce armor by 9% Changes stats: +3 Con Changes resistances: +9% darkness Changes resistances penetration: +10% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
Around neck | grounding copper amulet of healing grounding copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +22% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | steel mace 'Blindterror' (13.5-18.9 power, 3 apr) steel mace 'Blindterror' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +15 fire When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances penetration: +27% fire / +15% darkness / +15% light Changes damage: +6% light Global speed: +3% Blunt and deadly. |
Around waist | Lisema the Sootrage Lisema the SootrageInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +3 Str / +1 Dex Changes resistances: +6% acid / +3% darkness / +5% blight Physical save: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+9 eff.) Ranged Defense: +15 (+8 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | Beluwe the linen cloak (1 def, 4 armour) Beluwe the linen cloak (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 9% Changes resistances penetration: +15% acid Mental save: +3 (+1 eff.) Life regen: +2.00 Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Kindleviper the iron plate armour (0 def, 7 armour) Kindleviper the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +1 Str Changes resistances: +6% acid / +7% physical / +7% lightning / +6% fire / +5% arcane / +6% cold Changes damage: +12% light Talent cooldown: Rush (-5 turns) Physical save: +6 (+3 eff.) Disarm immunity: +21% Stun/Freeze immunity: +23% Knockback immunity: +21% A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 61; cd 14) healing infusion of the sneak (heal 61; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 13) movement infusion (speed 400%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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. |
movement infusion of the titan (speed 466%; cd 14) movement infusion of the titan (speed 466%; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 251; 16 cd) regeneration infusion of the warrior (heal 251; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 251 life over 5 turns. 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 18%; magical; dur 2; cd 16) wild infusion of the titan (res 18%; magical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 18% 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 27%; physical; dur 2; cd 14) wild infusion of the warrior (res 27%; physical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% 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. |
Durygodan the Sparksweep Durygodan the SparksweepCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +25% lightning Changes damage: +3% lightning / +9% fire Talent masteries: +0.14 Wild-gift / Cold drake aspect +0.14 Wild-gift / Call of the wild Amulets can have magical properties. |
cleansing copper amulet of dexterity (+3) cleansing copper amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% nature / +12% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Issarain the steel ring Issarain the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +8 (+5 eff.) Changes stats: +5 Cun Changes damage: +6% acid / +6% mind Mental save: +6 (+3 eff.) Maximum hate: +6.00 Mindpower: +3 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 74% 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 can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of fire (+22%) rogue's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +3 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Tudir' steel ring 'Tudir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +2 Mag / +5 Cun / +2 Con Changes damage: +6% mind Critical mult.: +10.00% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +24.00 Maximum hate: +4.00 Spellpower: +7 (+4 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
Yvayanor the steel greatmaul (27.5-41.25 power, 2 apr) Yvayanor the steel greatmaul (27.5-41.25 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 darkness / +8 mind Damage against: +7% Living When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
balanced steel greatmaul of erosion (26.5-39.75 power, 2 apr) balanced steel greatmaul of erosion (26.5-39.75 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+6 eff.) Disarm immunity: +32% Massive two-handed mauls. |
Xomida the steel greatsword (34.5-55.2 power, 2 apr) Xomida the steel greatsword (34.5-55.2 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 24 Damage (Melee): +7 mind When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +10 Changes stats: +4 Dex / +3 Wil / +7 Cun Changes resistances penetration: +7% physical Changes damage: +3% arcane Grants telepathy: Demon/Minor Demon/Major Massive two-handed swords. |
Shiverwaker (12.5-17.5 power, 2 apr) Shiverwaker (12.5-17.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +6 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +6% mind Changes resistances penetration: +5% cold Mental save: +3 (+1 eff.) Disarm immunity: +20% Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Blunt and deadly. |
Wintersever the iron mace (11-15.4 power, 2 apr) Wintersever the iron mace (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +9% nature Changes resistances penetration: +5% cold Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Light radius: +2 See invisible: +6 Blunt and deadly. |
nature's mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage) nature's mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +2% blight Changes damage: +2% nature Spell save: +3 (+1 eff.) Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Firebringer the iron waraxe (12-16.8 power, 2 apr) Firebringer the iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +6 Con / +6 Wil Changes resistances: +6% lightning Poison immunity: +20% Disease immunity: +10% Confusion immunity: +10% Maximum life: +23.00 One-handed war axes. |
hateful steel waraxe of massacre (21-29.4 power, 3 apr) hateful steel waraxe of massacre (21-29.4 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living One-handed war axes. |
Arcking the linen cloak (1 def, 0 armour) Arcking the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 darkness / 2 acid Changes stats: +2 Wil Changes resistances: +12% lightning / +3% darkness Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Goryrezor (1 def, 0 armour) Goryrezor (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes damage: +6% arcane Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethassra the Dawnpassion (0 def, 3 armour) Bethassra the Dawnpassion (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +7 Cun / +2 Wil Changes resistances: +3% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Mental crit. chance: +1% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Oakbright the pair of rough leather boots (0 def, 1 armour) Oakbright the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances penetration: +5% light Changes damage: +3% nature Grants telepathy: Humanoid/Orc Life regen: +2.00 Equilibrium when hit: +0.12 Light radius: +3 Healing mod.: +11% A pair of boots made of leather. |
pair of iron boots 'Winterwedge' (0 def, 3 armour) pair of iron boots 'Winterwedge' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 light Changes stats: +2 Cun / +2 Wil Changes resistances: +9% cold Changes damage: +6% mind Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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 'Chilen' (0 def, 7 armour) pair of rough leather boots 'Chilen' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +7 Changes stats: +3 Dex / +2 Con Changes resistances: +12% fire / +9% cold Maximum life: +20.00 A pair of boots made of leather. |
pair of rough leather boots 'Olagodar' (0 def, 1 armour) pair of rough leather boots 'Olagodar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun / +2 Con Changes resistances: +9% acid Physical save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Light radius: +2 A pair of boots made of leather. |
Chamurab (0 def, 1 armour) Chamurab (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances penetration: +5% mind Mindpower: +21 (+8 eff.) Mental crit. chance: +2% 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. |
Elenindil (0 def, 1 armour) Elenindil (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +2 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances penetration: +5% mind Changes damage: +6% physical Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Stamina each turn: +2.00 Only die when reaching: -40.00 life 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. |
Ivagara the iron gauntlets (0 def, 1 armour) Ivagara the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes stats: +3 Dex Poison immunity: +20% Pinning immunity: +10% Only die when reaching: -20.00 life Healing mod.: +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. |
Naturequencher (0 def, 1 armour) Naturequencher (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil Changes resistances penetration: +10% nature Changes damage: +3% fire Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +11.00 Light radius: +2 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. |
iron gauntlets 'Glimira' (0 def, 1 armour) iron gauntlets 'Glimira' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Damage (Melee): 7 acid Changes stats: +3 Str Changes resistances: +6% acid / +3% light Changes damage: +4% acid Maximum stamina: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gilantir the Curenaught (0 def, 3 armour) Gilantir the Curenaught (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 2 nature Changes resistances: +6% blight / +3% cold / +6% nature Changes resistances penetration: +10% nature / +10% physical Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorylle the rough leather cap (0 def, 1 armour) Glorylle the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil / +3 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) Light radius: +3 A cap made of leather. |
Voruvena the rough leather cap (0 def, 1 armour) Voruvena the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 9% Changes resistances: +8% cold / +3% mind / +15% temporal Allows you to breathe in: water Only die when reaching: -20.00 life A cap made of leather. |
rough leather cap 'Hailraze' (0 def, 1 armour) rough leather cap 'Hailraze' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% cold Changes damage: +3% cold Mental save: +3 (+1 eff.) Poison immunity: +20% Mindpower: +3 (+1 eff.) Healing mod.: +10% A cap made of leather. |
steel plate armour of command (6 def, 12 armour) steel plate armour of command (6 def, 12 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+4 eff.) Fatigue: +22% Changes stats: +1 Cun Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield 'Glidathra' (0 def, 4 armour, 17-20.4 power, 37 block) steel shield 'Glidathra' (0 def, 4 armour, 17-20.4 power, 37 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 Damage (Melee): +11 acid Damage (radius 1) on hit: +4 mind When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 10% chance to reduce armor by 9% Changes stats: +1 Con Changes resistances: +12% acid / +11% light / +10% darkness Changes resistances penetration: +5% acid Talent granted: +1 Block Maximum life: +48.00 Maximum hate: +2.00 Mindpower: +6 (+3 eff.) Handheld deflection devices. |
5 agate 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. |
320 alchemist agate 320 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 aquamarine 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Sunwilder SunwilderInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Wil / +1 Con Changes resistances: +3% fire Spell save: +12 (+6 eff.) 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Raincrypt the ash totem of summon tentacle [power 155] (25 cooldown) Raincrypt the ash totem of summon tentacle [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +9% cold Changes damage: +9% blight It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 384 Base Damage: 167 Armor: 0 All Resist: 4 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 54. * Increase all damage by 14% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Shinestun' [power 155] (25 cooldown) ash totem of summon tentacle 'Shinestun' [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Changes resistances: +3% light It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 357 Base Damage: 188 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 39. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
6 ametrine 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. |
11 citrine 11 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. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dragon Powered x2 the Krog Wyrmic level 11
7th Flare 122nd year of Ascendancy at 12:33 see stats
By Dragon Powered x2 the Krog Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 10:53 see stats
By Dragon Powered x2 the Krog Wyrmic level 13
48th Dusk 122nd year of Ascendancy at 06:50 see stats
By Dragon Powered x2 the Krog Wyrmic level 8
6th Mirth 122nd year of Ascendancy at 07:52 see stats
By Dragon Powered x2 the Krog Wyrmic level 18
13rd Haze 122nd year of Ascendancy at 06:25 see stats
By Dragon Powered x2 the Krog Wyrmic level 16
11st Haze 122nd year of Ascendancy at 05:30 see stats
By Dragon Powered x2 the Krog Wyrmic level 14
75th Dusk 122nd year of Ascendancy at 05:59 see stats
Log
You gain 1.06 gold from the transmogrification of psychokinetic pouch of steel shots (23/23, 19.5-23.4 power, 2 apr).
You gain 0.70 gold from the transmogrification of barbed pouch of dwarven-steel shots (19/19, 40.5-48.6 power, 3 apr).
You gain 1.68 gold from the transmogrification of prismatic cured leather armour of lightning resistance (6 def, 4 armour).
You gain 1.26 gold from the transmogrification of prismatic cured leather armour (6 def, 4 armour).
You gain 3.88 gold from the transmogrification of cured leather armour of Eyal (6 def, 4 armour).
You gain 8.93 gold from the transmogrification of rejuvenating steel mail armour of fire resistance (2 def, 6 armour).
You gain 1.99 gold from the transmogrification of cleansing steel mail armour of stability (2 def, 6 armour).
You gain 4.09 gold from the transmogrification of scouring hardened leather gloves (0 def, 2 armour).
You gain 1.43 gold from the transmogrification of traveler's pair of dwarven-steel boots (0 def, 4 armour).
You gain 3.05 gold from the transmogrification of pair of iron boots of rushing (0 def, 3 armour).
You gain 0.74 gold from the transmogrification of woollen robe of the mind (+12%) (0 def, 0 armour).
You gain 14.79 gold from the transmogrification of Urthukhad (12.5-17.5 power, 14 apr).
You gain 8.44 gold from the transmogrification of Gildavena the steel waraxe (22.5-31.5 power, 3 apr).
You gain 5.88 gold from the transmogrification of strafer's steel steamgun of cold.
You gain 14.96 gold from the transmogrification of Zubydhekira (15-18 power, 3 apr, cold element).
You gain 3.38 gold from the transmogrification of projecting vined mindstar (4.5-4.95 power, 18 apr, nature damage).
You gain 12.75 gold from the transmogrification of Arille the mossy mindstar (2-2.2 power, 12 apr, nature damage).
You gain 1.69 gold from the transmogrification of slime-covered steel mace of massacre (18.5-25.9 power, 3 apr).
You gain 3.40 gold from the transmogrification of steady ash longbow of fire.
You gain 0.50 gold from the transmogrification of ash longbow.
You gain 2.60 gold from the transmogrification of hateful steel greatsword of massacre (30-48 power, 2 apr).
You gain 6.40 gold from the transmogrification of balanced dwarven-steel greatsword of persecution (35.5-56.8 power, 2 apr).
You gain 12.89 gold from the transmogrification of Xalenor the steel greatsword (28-44.8 power, 2 apr).
You gain 11.56 gold from the transmogrification of Gloomspawn the steel greatsword (23.5-37.6 power, 2 apr).
You gain 14.99 gold from the transmogrification of Nysta the Undeathraze (12-15.6 power, 6 apr).
You gain 2.14 gold from the transmogrification of stabilizing steel amulet.
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Dragon Powered x2 deactivates Icy Skin.
Dragon Powered x2 deactivates Antimagic Shield.