Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Drem |
Class | Shadowblade |
Level / Exp | 21 / 95% |
Size | medium |
Lifes / Deaths | Killed by Xanarann the assassin at level 21 on the 16th Dearth 122nd year of Ascendancy at 01:59 / 1 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 43 (base 30) |
Constitution | 17 (base 10) |
Magic | 33 (base 23) |
Willpower | 20 (base 10) |
Cunning | 71 (base 50) |
Resources
Life | -93/579 |
Mana | 168/290 |
Stamina | 48/176 |
Healing Factor | 1.3261497326203 |
Regeneration | 3.5142967914438 |
Speed
Mental | +3.01653630957% |
Attack | 0% |
Movement | 0% |
Spell | +3.01653630957% |
Global | +71.428571428571% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 50.627537711312 |
See Invisible | 50.627537711312 |
Offense: Mainhand
Damage | 76 |
Accuracy | 36 |
Crit Chance | 50% |
APR | 33 |
Speed | 0.87 |
Offense: Offhand
Damage | 49 |
Accuracy | 36 |
Crit Chance | 41% |
APR | 20 |
Speed | 0.97 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 25% |
Speed | 0.97071794085073 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Acid | +7% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (82.71954674221%) |
Defense | 54 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 34 |
Mental Save | 38 |
Defense: Resistances
Physical | + 7%( 70%) |
Lightning | + 26%( 70%) |
Darkness | + 14%( 70%) |
Temporal | + 14%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 9%( 70%) |
Acid | + 20%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Silence Resistance | 24% |
Instadeath Resistance | 100% |
Confusion Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 119 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. |
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 physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | Reduces global action speed by 40%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
detrimental effect | The target is poisoned, taking 50.42 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
beneficial effect | The time distortion has created a restoration field, healing the target for 21 each turn. Temporal Restoration Field |
beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Xanarann the assassin deal +28.6 damage and have +44% resistance penetration. Exploiting Weaknesses |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Dayoracle the pair of dwarven-steel boots (28 def, 4 armour) Dayoracle the pair of dwarven-steel boots (28 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +28 (+8 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes resistances: +9% temporal Spell save: +9 (+4 eff.) Mental save: +9 (+3 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Gyrawyn the Obsidianmalice Gyrawyn the ObsidianmaliceCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +9% darkness Critical mult.: +6.00% Stamina each turn: +0.40 Light radius: +4 Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Mayabrewyn' (6 def, 3 armour) rough leather cap 'Mayabrewyn' (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Changes resistances: +3% blight Changes resistances penetration: +10% physical Critical mult.: +12.00% Physical save: +6 (+3 eff.) Maximum stamina: +20.00 Infravision radius: +2 A cap made of leather. |
On hands | spellstreaming iron gauntlets of dispersion (0 def, 1 armour) spellstreaming iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +3 Mag Changes resistances: +4% arcane Mana each turn: +0.12 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | solipsist's gold ring of blinding strikes solipsist's gold ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 28 light Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | steel ring 'Bethuyavena' steel ring 'Bethuyavena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +3 Mag / +3 Cun / +5 Con Silence immunity: +24% Mana each turn: +0.33 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | Withering Orbs 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 (+2 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... |
In main hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | rough leather belt 'Charspitter' rough leather belt 'Charspitter'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Changes stats: +5 Str / +4 Dex / +3 Cun / +6 Lck Changes resistances: +2% physical Changes resistances penetration: +10% fire Trap disarming bonus: +6 Stealth bonus: +6 Life regen: +0.40 Infravision radius: +4 A belt that goes around your waist. |
In off hand | dwarven-steel dagger 'Bilewhisper' (17-22.1 power, 7 apr) dwarven-steel dagger 'Bilewhisper' (17-22.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 18% chance to corrode armour by 30% Damage (Melee): +6 nature / +7 temporal When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Changes resistances: +6% lightning Changes resistances penetration: +7% acid Changes damage: +9% nature Critical mult.: +10.00% Spell save: +20 (+8 eff.) Life regen: +0.40 Sharp, short and deadly. |
Cloak | Balegochak the cashmere cloak (2 def, 6 armour) Balegochak the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: -4% Only die when reaching: -60.00 life Maximum life: +50.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Getekalthokhad the cured leather armour (2 def, 4 armour) Getekalthokhad the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +16% acid / +16% lightning Life regen: +1.60 Hate when firing a critical mind attack: +2.00 Maximum life: +47.00 Mindpower: +4 (+1 eff.) Healing mod.: +12% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; cure magical, physical, mental) Primal Infusion (affinity 12%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 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. This wild infusion has evolved. |
healing infusion of the psychic (heal 96) healing infusion of the psychic (heal 96)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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 ability. |
regeneration infusion of the sneak (heal 301 over 5 turns) regeneration infusion of the sneak (heal 301 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. 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 ability. |
wild infusion of the psychic (resist 23%; cure mental) wild infusion of the psychic (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 ability. |
wild infusion of the warrior (resist 13%; cure magical) wild infusion of the warrior (resist 13%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 magical effect and reduce all damage taken by 13% for 4 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 ability. |
phase door rune of the duelist (range 9; power 27; dur 4) phase door rune of the duelist (range 9; power 27; dur 4)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity 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 ability. |
Aerykira the Hellschism Aerykira the HellschismPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +3 Mag Changes resistances: +6% acid Changes resistances penetration: +15% acid / +20% fire Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of strength (+3) insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% cold / +14% fire Amulets can have magical properties. |
starlit copper amulet of willpower (+2) starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Barimas BarimasPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str / +2 Wil Changes resistances: +24% light / +20% cold Changes resistances penetration: +10% arcane Changes damage: +12% light / +10% cold Spell save: +6 (+3 eff.) Rings can have magical properties. |
Eilinulelle EilinulelleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% nature / +20% fire / +3% light / +6% darkness Changes damage: +10% fire Physical save: +3 (+2 eff.) Disarm immunity: +5% Stun/Freeze immunity: +20% Rings can have magical properties. |
Smolderenvy the gold ring Smolderenvy the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes resistances: +9% fire Maximum encumbrance: +24 Mental save: +30 (+10 eff.) Poison immunity: +15% Teleport immunity: +10% Rings can have magical properties. |
copper ring 'Nerelratta' copper ring 'Nerelratta'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +10% Pinning immunity: +10% Knockback immunity: +25% Rings can have magical properties. |
copper ring of blinding strikes copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 21 light Rings can have magical properties. |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +26.00 Rings can have magical properties. |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Turimarek the dwarven-steel dagger (17.5-22.75 power, 7 apr) Turimarek the dwarven-steel dagger (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 light / +8 lightning Burst (radius 1) on hit: +4 fire Damage against: +11% Undead When wielded/worn: Changes stats: +3 Wil Critical mult.: +5.00% Mental save: +20 (+7 eff.) Mindpower: +2 (+1 eff.) Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger of shearing (22-28.6 power, 7 apr) dwarven-steel dagger of shearing (22-28.6 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Changes resistances penetration: +9% physical Changes damage: +6% physical Sharp, short and deadly. |
thought-forged dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) thought-forged dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
Betharitira the rough leather belt Betharitira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Wil Changes resistances: +5% cold / +5% fire Changes resistances penetration: +10% mind Critical mult.: +5.00% Mental crit. chance: +3% A belt that goes around your waist. |
Blazequeen the hardened leather belt Blazequeen the hardened leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +4 Wil Changes resistances: +10% acid / +8% blight A belt that goes around your waist. |
Salamira the drakeskin leather belt Salamira the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Changes stats: +1 Mag Changes resistances: +8% acid / +10% fire / +7% cold / +7% lightning Critical mult.: +10.00% Life regen: +1.50 Vim when firing critical spell: +5.00 Maximum vim: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +1% Healing mod.: +24% Damage Shield penetration: +30% A belt that goes around your waist. |
rough leather belt 'Vilepyre' rough leather belt 'Vilepyre'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +3% nature Mental save: +6 (+2 eff.) Life regen: +0.20 Maximum life: +30.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Silibretha the Darkjam (1 def, 0 armour) Silibretha the Darkjam (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +2 Con Changes resistances: +6% darkness / +9% lightning Changes damage: +3% darkness / +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hurulatharomitar' (9 def, 0 armour) cashmere cloak 'Hurulatharomitar' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +4 Cun Changes resistances: +9% fire Physical save: +8 (+4 eff.) Spell save: +30 (+12 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Strikesquall' (7 def, 0 armour) linen cloak 'Strikesquall' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 mind / 8 lightning Changes resistances: +9% mind Changes damage: +6% mind / +9% lightning Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerurin (2 def, 0 armour) Nerurin (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Dex / +6 Mag / +10 Wil Changes damage: +9% acid Mana each turn: +0.15 Psi each turn: +0.16 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (2 def, 0 armour) cashmere robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Demonobeisance the pair of rough leather boots (0 def, 1 armour) Demonobeisance 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 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning / +5% temporal / +5% arcane Spell save: +6 (+3 eff.) Silence immunity: +15% Stun/Freeze immunity: +30% A pair of boots made of leather. |
pair of dwarven-steel boots 'Lisaldawe' (9 def, 12 armour) pair of dwarven-steel boots 'Lisaldawe' (9 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% lightning Spell save: +30 (+12 eff.) Stun/Freeze immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.3 Power cost: 14 out of 15/15. 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 116% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layelemira (0 def, 1 armour) Layelemira (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: -10% Changes stats: +6 Dex / +4 Mag Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchwake the iron gauntlets (6 def, 1 armour) Pitchwake the iron gauntlets (6 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Dex / +2 Con Changes resistances penetration: +25% darkness Physical save: +28 (+13 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Runitir the Kindlewinter (0 def, 2 armour) Runitir the Kindlewinter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +12% mind / +9% light Changes damage: +9% light Life regen: +2.10 Stamina each turn: +0.70 Maximum stamina: +17.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Starwalker (0 def, 1 armour) Starwalker (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Changes resistances: +3% light Changes resistances penetration: +5% acid Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Zerysanik (0 def, 9 armour) Zerysanik (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +9 Armour Hardiness: +9% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 22 mind / 16 darkness Changes stats: +3 Dex / +7 Con Changes resistances: +6% physical / +3% temporal Changes resistances penetration: +10% temporal Mental save: -14 (-7 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ivada (4 def, 3 armour) Ivada (4 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +9% lightning / +12% fire / +6% nature A cap made of leather. |
Oludrandil the Pitchbrawn (0 def, 1 armour) Oludrandil the Pitchbrawn (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: +2 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% darkness Changes damage: +3% darkness Mindpower: +3 (+1 eff.) A cap made of leather. |
rough leather cap 'Darkmight' (0 def, 1 armour) rough leather cap 'Darkmight' (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: * 30% chance to inflict 15% damage reduction Changes resistances: +5% cold / +3% light / +3% darkness Changes damage: +15% darkness Allows you to breathe in: water Light radius: +3 A cap made of leather. |
Glugavena the Kilnsweep (1 def, 3 armour) Glugavena the Kilnsweep (1 def, 3 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold / +12% darkness Changes resistances penetration: +10% fire Allows you to breathe in: water Physical save: +3 (+2 eff.) Blindness immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +15% A suit of armour made of leather. |
6 agate 6 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. |
169 alchemist agate 169 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli 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 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes damage: +10% blight 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. It was corrupted by the digestive sack. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+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. |
Urizilasin the Muckparry Urizilasin the MuckparryCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% acid / +2% physical / +6% nature Blindness immunity: +15% Pinning immunity: +10% Light radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
Xanogassra the brass lantern Xanogassra the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 fire Changes resistances: +6% fire / +6% mind / +3% temporal Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Xugada the brass lantern Xugada the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Critical mult.: +5.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Light radius: +2 See stealth: +7 See invisible: +6 Damage Shield penetration: +20% 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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), costing 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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, costing 180 power out of 338/400. 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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. |
4 ametrine 4 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. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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 Darkest Depths the Drem Shadowblade level 12
28th Profit 122nd year of Ascendancy at 08:00 see stats
By Darkest Depths the Drem Shadowblade level 10
2nd Profit 122nd year of Ascendancy at 08:19 see stats
By Darkest Depths the Drem Shadowblade level 20
2nd Dearth 122nd year of Ascendancy at 04:04 see stats
By Darkest Depths the Drem Shadowblade level 20
8th Dearth 122nd year of Ascendancy at 23:02 see stats
By Darkest Depths the Drem Shadowblade level 13
5th Wealth 122nd year of Ascendancy at 06:47 see stats
By Darkest Depths the Drem Shadowblade level 10
3rd Profit 122nd year of Ascendancy at 14:11 see stats
By Darkest Depths the Drem Shadowblade level 5
18th Voratun 122nd year of Ascendancy at 15:16 see stats
By Darkest Depths the Drem Shadowblade level 16
14th Wealth 122nd year of Ascendancy at 11:48 see stats
Log
Darkest Depths is no longer poisoned.
Darkest Depths receives 158 healing from Infusion: Healing.
Darkest Depths uses Dual Strike.
Darkest Depths misses Xanarann the assassin.
Talent Track is ready to use.
Talent Shadowstep is ready to use.
Darkest Depths receives 28 healing from Temporal Restoration Field.
Xanarann the assassin uses Coup de Grace.
Darkest Depths is poisoned!
Xanarann the assassin hits Darkest Depths for (19 parried), 121 physical, 6 lightning, (19 parried), 98 lightning, 15 lightning, 8 arcane, 28 physical (277 total damage).
Betuvea the grave wight casts Mind Disruption.
Darkest Depths shrugs off the effect 'Confused'!
Black Blood Bleeding from Darkest Depths hits Xanarann the assassin for 16 darkness damage.
Deadly Poison from Xanarann the assassin hits Darkest Depths for 36 nature damage.
Darkest Depths receives 28 healing from Temporal Restoration Field.
Darkest Depths misses Xanarann the assassin.
Darkest Depths hits Xanarann the assassin for (23 parried), 61 physical, 7 nature, 5 temporal, 24 light, 4 arcane, 5 mind, 14 darkness (120 total damage).
Xanarann the assassin uses Disarm.
Darkest Depths is disarmed!
Xanarann the assassin hits Darkest Depths for 75 lightning, 15 lightning, 8 arcane, (19 parried), 72 physical, 6 lightning (176 total damage).
Darkest Depths is dazed!
Black Blood Bleeding from Darkest Depths hits Xanarann the assassin for 7 darkness damage.
Darkest Depths is not dazed anymore.
Deadly Poison from Xanarann the assassin hits Darkest Depths for 48 nature damage.
Darkest Depths receives 28 healing from Temporal Restoration Field.
Xanarann the assassin performs a melee critical strike against Darkest Depths!
Darkest Depths shrugs off the critical damage!
Xanarann the assassin performs a melee critical strike against Darkest Depths!
Saving game...