Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Alchemist |
| Level / Exp | 36 / 58% |
| Size | small |
| Lifes / Deaths | Killed by Eilinomira the elven mage at level 24 on the 7th Mirth 123rd year of Ascendancy at 04:26 3 / 4Killed by elven elite warrior at level 24 on the 8th Mirth 123rd year of Ascendancy at 22:04 Killed by elven elite warrior at level 24 on the 9th Mirth 123rd year of Ascendancy at 11:15 Killed by unknown at level 35 on the 21st Regrowth 124th year of Ascendancy at 13:08 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 62 (base 47) |
| Magic | 75 (base 60) |
| Willpower | 40 (base 19) |
| Cunning | 61 (base 38) |
Resources
| Life | 904/904 |
| Mana | 218/279 |
| Positive | 0/135 |
| Healing Factor | 1.3362068965515 |
| Regeneration | 0.33405172413788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| See Stealth | 35.00509941239 |
| See Invisible | 50.00509941239 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 25 |
| Crit Chance | 87% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 88% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| All | +12% |
Defense: Base
| Armour (hardiness) | 29 (35.629139072848%) |
| Defense | 46 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 66 |
| Mental Save | 62 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
| Pinning Resistance | 40% |
| Poison Resistance | 10% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -452 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 637% 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: ShieldingUse 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 at most 403 damage for 7 turns. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Ice Core |
| talent | Premonition |
| talent | Flame Infusion |
| talent | Chant of Resistance |
| beneficial effect | The target's luck and cunning combine to grant it 43% higher critical chance and 43 saves. Halflings's Luck |
| beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | 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 gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 learnt talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Bethildalaith (9 def, 3 armour) Bethildalaith (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -4% Changes resistances: +2% physical Maximum encumbrance: +31 Physical save: +8 (+3 eff.) Spell save: +15 (+4 eff.) Blindness immunity: +10% Poison immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +10% A pair of boots made of leather. This object's appearance was changed to Wanderer's Rest. |
| Quiver | 21 alchemist ruby 21 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 103, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 300.99 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +7 Str / +10 Wil / +7 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| Tool | Beylakalthomas the Shockrune [power 57] (30 cooldown) Beylakalthomas the Shockrune [power 57] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +21% fire Talent granted: +1 Ward It can be used to teleport randomly (rad 57), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Durydunarain the Kilnscar Durydunarain the KilnscarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +3 Cun Changes resistances penetration: +25% fire Grants telepathy: Humanoid/Orc Spellpower: +11 (+3 eff.) Mindpower: +11 (+4 eff.) Light radius: +3 Infravision radius: +3 See invisible: +15 Rings can have magical properties. |
| On fingers | titan's stralite ring of power titan's stralite ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +6 Con Physical save: +12 (+4 eff.) Spellpower: +11 (+3 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of magery spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Mana each turn: +0.22 Maximum mana: +34.00 Spell crit. chance: +3% A belt that goes around your waist. |
| In main hand | Glukira (30-36 power, 6 apr, light element) Glukira (30-36 power, 6 apr, light element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Armour: +8 Changes resistances: +9% acid Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Mental save: +20 (+5 eff.) Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Staff of Arcane Supremacy. |
| On hands | hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Mag / +3 Wil Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to voratun gauntlets. |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+5 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 12 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. This object's appearance was changed to Serpentine Cloak. |
| Around neck | Grinydin GrinydinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical Changes stats: +5 Dex Changes resistances: +19% temporal Pinning immunity: +30% Knockback immunity: +34% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Spell crit. chance: +3% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the psychic (776% speed; 7 turns)movement infusion of the psychic (776% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
controlled phase door rune of the psychic (range 9) controlled phase door rune of the psychic (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Willpower 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ashmaim the steel amulet Ashmaim the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +13 Changes resistances: +24% acid / +6% fire Changes resistances penetration: +10% acid / +25% fire Changes damage: +18% acid / +6% fire Critical mult.: +12.00% Amulets can have magical properties. |
Blindreaper the steel amulet Blindreaper the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes resistances: +18% mind / +15% temporal Changes damage: +6% darkness / +12% temporal Confusion immunity: +32% Amulets can have magical properties. |
Elytta the Treeravage Elytta the TreeravageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +5 Cun Changes resistances: +6% mind Changes resistances penetration: +10% nature Changes damage: +9% mind / +12% nature Amulets can have magical properties. |
Oludunadil the stralite amulet Oludunadil the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +16% light / +14% darkness Changes resistances penetration: +15% acid Physical save: +30 (+9 eff.) Blindness immunity: +54% Disarm immunity: +10% Amulets can have magical properties. |
Prismmaim the gold amulet Prismmaim the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light / 20 acid Changes resistances: +20% temporal Changes damage: +9% light Pinning immunity: +31% Knockback immunity: +37% Light radius: +2 Amulets can have magical properties. |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
gold amulet 'Earthpall' gold amulet 'Earthpall'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +8 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +1% physical Changes damage: +6% nature Talent mastery: +0.27 Spell / Frost alchemy Maximum life: +40.00 Healing mod.: +10% Amulets can have magical properties. |
grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +36% Amulets can have magical properties. |
savior's steel amulet of magic (+5) savior's steel amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Physical save: +12 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+3 eff.) Amulets can have magical properties. |
serendipitous gold amulet of manastreaming serendipitous gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +13 (+4 eff.) Changes stats: +11 Lck / +1 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +27% Amulets can have magical properties. |
starlit steel amulet of mastery (0.22 Celestial / Light) starlit steel amulet of mastery (0.22 Celestial / Light)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +17% light / +12% darkness Talent mastery: +0.22 Celestial / Light Blindness immunity: +24% Amulets can have magical properties. |
steel amulet 'Emata' steel amulet 'Emata'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 arcane Changes resistances: +5% arcane Changes resistances penetration: +20% acid Changes damage: +12% acid Talent mastery: +0.19 Wild-gift / Harmony Amulets can have magical properties. |
steel amulet 'Kilnwedge' steel amulet 'Kilnwedge'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes resistances: +12% mind / +30% fire Changes resistances penetration: +25% fire Changes damage: +9% mind Amulets can have magical properties. |
steel amulet 'Lavawither' steel amulet 'Lavawither'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +15% fire Changes resistances penetration: +20% mind / +15% fire Changes damage: +30% mind Talent mastery: +0.22 Spell / Advanced-golemancy Amulets can have magical properties. |
stralite amulet 'Uryrezor' stralite amulet 'Uryrezor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Con Changes resistances: +9% physical Changes damage: +7% physical Physical save: +11 (+4 eff.) Life regen: +1.00 Stamina each turn: +0.90 Mana each turn: +0.20 Mana when firing critical spell: +6.00 Maximum life: +54.00 Maximum mana: +40.00 Combat speed: +10% Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mayivena MayivenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +4.0% Fatigue: -8% Changes stats: +6 Con Changes damage: +6% blight Maximum encumbrance: +34 Physical save: +12 (+4 eff.) Life regen: +1.30 Only die when reaching: -40.00 life Maximum life: +128.00 Healing mod.: +26% Rings can have magical properties. |
Starwreath StarwreathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes resistances penetration: +15% light Changes damage: +10% acid / +6% light / +6% lightning Light radius: +3 Rings can have magical properties. |
Voroma the Shimmermaim Voroma the ShimmermaimCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +12% lightning Changes damage: +6% lightning Critical mult.: +10.00% Stun/Freeze immunity: +29% Life regen: +1.80 Maximum hate: +6.00 Maximum psi: +40.00 Mindpower: +2 (+1 eff.) 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. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
gold ring of time (+14%) gold ring of time (+14%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% temporal Changes damage: +14% temporal Rings can have magical properties. |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +11 Defense: +9 (+3 eff.) Changes stats: +2 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman's steel ring of time (+12%) marksman's steel ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
onyx ring onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
pixie's gold ring of pilfering pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +4 Cun / +4 Mag Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
psionicist's gold ring of corrosion (+30%) psionicist's gold ring of corrosion (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +30% acid Changes damage: +15% acid Mental save: +8 (+2 eff.) Rings can have magical properties. |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +26.00 Rings can have magical properties. |
rogue's gold ring of frost (+24%) rogue's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +23% Life regen: +2.20 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
stralite ring 'Aerykira' stralite ring 'Aerykira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +9 Wil Mental save: +42 (+11 eff.) Stun/Freeze immunity: +44% Life regen: +3.20 Psi when hit: +0.12 Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
stralite ring 'Hetterach' stralite ring 'Hetterach'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str Changes resistances: +15% lightning / +9% temporal Disease immunity: +15% Silence immunity: +44% Pinning immunity: +10% Mana each turn: +0.34 Rings can have magical properties. |
treant's gold ring of warding treant's gold ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% acid / +18% lightning / +7% blight / +14% cold / +7% nature / +16% fire Poison immunity: +16% Disease immunity: +15% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite longsword (35-49 power, 5 apr)stralite longsword (35-49 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. fungal hardened leather slingfungal hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 108 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of the mystic (20-28 power, 4 apr)dwarven-steel waraxe of the mystic (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +10 (+3 eff.) One-handed war axes. |
Leladil the Stokeknave Leladil the StokeknaveInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str / +3 Dex / +2 Mag / +4 Wil Changes resistances: +18% fire Changes damage: +9% fire Grants telepathy: Dragon Physical save: +11 (+4 eff.) Mindpower: +8 (+3 eff.) Infravision radius: +3 A belt that goes around your waist. |
Mirenigh MirenighCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to disease Damage when hit (Melee): 8 nature / 12 blight Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +9% nature / +9% blight Trap disarming bonus: +7 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
regal cashmere cloak of Iron Throne (2 def, 0 armour) regal cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Wil / +2 Con Mental save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthizilaldil the Brandbright (5 def, 0 armour) Cuthizilaldil the Brandbright (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 lightning / 20 fire Changes resistances: +34% lightning / +12% fire Changes resistances penetration: +10% fire Changes damage: +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level. silk robe (3 def, 0 armour)silk robe (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairogen the Kindlebore (0 def, 3 armour) Dairogen the Kindlebore (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Str / +3 Mag / +2 Con Changes resistances penetration: +5% fire Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Lck / +3 Dex Stealth bonus: +8 Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour) traveler's pair of dwarven-steel boots of rushing (0 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 Fatigue: -4% Changes stats: +4 Str / +3 Con Maximum encumbrance: +22 Physical save: +8 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 79.50 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. This object's appearance was changed to Helm of the Dwarven Emperors. |
dwarven-steel helm 'Sootraider' (0 def, 4 armour) dwarven-steel helm 'Sootraider' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 darkness Changes stats: +6 Str Grants telepathy: Dragon Humanoid/Orc Light radius: +2 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven elven-silk wizard hat of light (+27%) (3 def, 0 armour) spellwoven elven-silk wizard hat of light (+27%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% light Changes damage: +18% light Mana each turn: +0.23 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Uritir the Woespawn (3 def, 8 armour)Uritir the Woespawn (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 20 darkness / 12 acid Changes resistances: +9% lightning / +6% light / +16% blight / +6% fire / +28% nature / +5% arcane Changes resistances penetration: +10% acid / +10% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Cyrewe' (3 def, 8 armour)dwarven-steel mail armour 'Cyrewe' (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +16% blight / +9% fire / +22% nature / +18% light Changes resistances penetration: +20% acid Changes damage: +6% acid A suit of armour made of mail. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
207 alchemist agate 207 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 31/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 631.21 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, costing 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), 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. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots (20/20, 44-52.8 power, 5 apr)pouch of stralite shots (20/20, 44-52.8 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
volcanic ash wand of conjuration [power 145] (10 cooldown) volcanic ash wand of conjuration [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to fire a bolt of a random element with (base) damage 72 to 145, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Yveth' [power 235] (10 cooldown) yew wand of conjuration 'Yveth' [power 235] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% acid / +6% fire / +6% mind Maximum wards: +3 lightning / +3 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward Spell save: +20 (+5 eff.) Confusion immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of firewall [power 153] (6 cooldown) yew wand of firewall [power 153] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 215 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
69 alchemist diamond 69 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Edward the Halfling Alchemist level 33
7th Decay 123rd year of Ascendancy at 12:38 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Edward the Halfling Alchemist level 32
50th Haze 123rd year of Ascendancy at 21:34 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Edward the Halfling Alchemist level 30
42nd Haze 123rd year of Ascendancy at 19:28 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Edward the Halfling Alchemist level 33
67th Haze 123rd year of Ascendancy at 11:34 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Edward the Halfling Alchemist level 20
12nd Pyre 123rd year of Ascendancy at 01:18 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Edward the Halfling Alchemist level 20
21st Pyre 123rd year of Ascendancy at 11:36 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Edward the Halfling Alchemist level 34
11st Regrowth 124th year of Ascendancy at 02:01 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Edward the Halfling Alchemist level 30
42nd Haze 123rd year of Ascendancy at 19:28 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Edward the Halfling Alchemist level 22
68th Pyre 123rd year of Ascendancy at 10:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Edward the Halfling Alchemist level 18
56th Regrowth 123rd year of Ascendancy at 22:45 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Edward the Halfling Alchemist level 32
66th Haze 123rd year of Ascendancy at 23:49 see stats
Fast Curse Dispel (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Edward the Halfling Alchemist level 20
21st Pyre 123rd year of Ascendancy at 11:36 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Edward the Halfling Alchemist level 33
7th Regrowth 124th year of Ascendancy at 00:03 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Edward the Halfling Alchemist level 26
4th Dusk 123rd year of Ascendancy at 07:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Edward the Halfling Alchemist level 10
5th Flare 122nd year of Ascendancy at 07:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Edward the Halfling Alchemist level 20
10th Pyre 123rd year of Ascendancy at 15:16 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Edward the Halfling Alchemist level 30
42nd Haze 123rd year of Ascendancy at 14:36 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Edward the Halfling Alchemist level 28
7th Haze 123rd year of Ascendancy at 23:37 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Edward the Halfling Alchemist level 14
15th Haze 122nd year of Ascendancy at 19:36 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Edward the Halfling Alchemist level 25
1st Flare 123rd year of Ascendancy at 04:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Edward the Halfling Alchemist level 26
3rd Dusk 123rd year of Ascendancy at 00:52 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Edward the Halfling Alchemist level 28
24th Haze 123rd year of Ascendancy at 12:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Edward the Halfling Alchemist level 10
8th Flare 122nd year of Ascendancy at 11:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Edward the Halfling Alchemist level 6
1st Mirth 122nd year of Ascendancy at 08:06 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Edward the Halfling Alchemist level 20
49th Pyre 123rd year of Ascendancy at 21:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Edward the Halfling Alchemist level 17
3rd Regrowth 123rd year of Ascendancy at 21:51 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Edward the Halfling Alchemist level 31
48th Haze 123rd year of Ascendancy at 01:11 see stats
Log
Alphonse (servant of Edward)'s fire burn area effect hits Cold drake hatchling for 24 fire damage.
Alphonse (servant of Edward)'s fire burn area effect hits Weaver matriarch for (12 to time), 0 fire (0 total damage).
Burning from Alphonse (servant of Edward) hits Cold drake hatchling for 30 fire damage.
Burning from Alphonse (servant of Edward) killed Cold drake hatchling!
Burning from Alphonse (servant of Edward) hits Weaver patriarch for 16 fire damage.
Burning from Alphonse (servant of Edward) hits Weaver matriarch for (8 to time), 0 fire (0 total damage).
Alphonse (servant of Edward)'s fire burn area effect hits Weaver matriarch for (12 to time), 0 fire (0 total damage).
Alphonse (servant of Edward)'s fire burn area effect hits Weaver patriarch for 17 fire damage.
The shield around Edward crumbles.
Edward wears: 21 alchemist ruby.
Burning from Alphonse (servant of Edward) hits Weaver patriarch for 16 fire damage.
Burning from Alphonse (servant of Edward) hits Weaver matriarch for (8 to time), 0 fire (0 total damage).
Alphonse (servant of Edward)'s skin returns to normal.
Alphonse (servant of Edward) deactivates Chant of Fortitude.
Alphonse (servant of Edward) deactivates Reflective Skin.
The shield around Alphonse (servant of Edward) crumbles.
Weaver matriarch stops spinning fate.
Weaver matriarch stops burning.
The fabric of spacetime around Weaver matriarch has returned to normal.
Edward is no longer surging arcane power.
Edward deactivates Ice Core.
Edward's awareness returns to normal.
Edward deactivates Premonition.
Edward deactivates Flame Infusion.
Edward deactivates Chant of Resistance.
Weaver patriarch stops spinning fate.
Weaver patriarch stops burning.
