













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 27 / 77% |
| Size | small |
| Lifes / Deaths | Killed by Zubelrarin the skeleton master archer at level 27 on the 72nd Haze 122nd year of Ascendancy at 17:01 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 22 (base 16) |
| Constitution | 36 (base 19) |
| Magic | 62 (base 50) |
| Willpower | 40 (base 15) |
| Cunning | 58 (base 44) |
Resources
| Steam | 100/100 |
| Mana | 286/406 |
| Equilibrium | 15 |
| Vim | 204/224 |
| Life | -80/566 |
| Psi | 130/130 |
| Stamina | 253/253 |
| Soul | 10/10 |
| Healing Factor | 1.3479202340233 |
| Regeneration | 8.4245014626458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 50.84903874937 |
| See Invisible | 50.84903874937 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 32 |
| Crit Chance | 38% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 39 |
| Crit Chance | 21% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Arcane | +6% |
| Cold | +42% |
| All | 0% |
| Lightning | +18% |
| Physical | +15% |
| Darkness | +21% |
| Mind | +15% |
| Fire | +5% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +9% |
| Temporal | +5% |
| Lightning | +5% |
| Physical | +15% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38 (100%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 67% |
| Poison Resistance | 46% |
| Blind Resistance | 46% |
| Silence Resistance | 20% |
| Bleed Resistance | 46% |
| Teleport Resistance | 100% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 23 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Stealth | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Torture | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Emoldakira the barrow wight. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Trollmire) | failed |
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 failed to protect the repented thief from death by giant eel. Escort: repented thief (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. | 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: * You've found the needed bear paw. * '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.' * You've found the needed skeleton mage skull. 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 ritch stinger. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
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
| Psionic focus | onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
| Quiver | Willowreek the pouch of dwarven-steel shots (20/20, 47-56 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 47.0 - 56.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +22.0% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 53% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 nature Shots are used with slings to pummel your foes to death. |
| On hands | hardened leather gloves 'Woekin' (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 6 fire / 6 cold / 6 lightning Damage when hit (Melee): 4 blight Changes stats: +6 Mag / +4 Wil Changes damage: +6% arcane / +6% darkness Talent granted: +1 Iron Grip Critical mult.: +20.00% Disarm immunity: +60% Vim when firing critical spell: +2.00 Maximum vim: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | BarolalegInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Changes damage: +9% physical Critical mult.: +10.00% Disease immunity: +10% Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Festerbreak the cashmere wizard hat (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 mind Changes stats: +7 Wil Changes resistances: +10% lightning / +15% cold / +6% nature / +8% temporal Changes damage: +6% nature / +10% cold Physical save: +6 (+3 eff.) Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Stormsteel' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes stats: +6 Con Changes resistances: +11% lightning / +5% temporal Changes resistances penetration: +15% physical Changes damage: +6% physical Physical save: +6 (+3 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% A pair of boots made of leather. |
| Tool | Glorathra the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str Changes resistances: +18% lightning / +3% physical / +5% arcane Life regen: +4.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | StokebearerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 2 fire Changes stats: +3 Cun Changes resistances: +3% blight / +3% temporal / +6% nature Only die when reaching: -80.00 life Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 173.56 You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet 'Zeravon'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +5 Dex / +3 Mag / +2 Wil / +4 Cun / +5 Con Changes resistances: +6% acid / +5% arcane Changes damage: +5% acid / +5% fire / +5% cold / +6% lightning Mental save: +5 (+3 eff.) Confusion immunity: +12% Life regen: +2.00 Stamina each turn: +0.60 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Movement speed: +10% Amulets make your neck look great! |
| In main hand | Xama the StormraceRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +700% Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +16 physical Attacks use: 2.0 Steam When wielded/worn: Physical power: +17 (+5 eff.) Ammo reloads per turn: +4 Changes stats: +3 Str / +6 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | hateful pulsing mindstar (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% mind / +9% darkness Changes damage: +15% mind / +15% darkness Talent granted: +1 Attune Mindstar Maximum hate: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Hellsgrinder (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 6 darkness / 2 fire Changes stats: +2 Str / +2 Con Changes resistances: +12% acid / +6% fire Physical save: +5 (+2 eff.) Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Stormdash the woollen robe (0 def, 1 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% lightning / +40% cold / +3% temporal / +9% all Changes resistances penetration: +5% lightning / +5% temporal Changes damage: +12% lightning / +27% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the duelist (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 128; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease 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 nature talent. |
movement infusion of the titan (speed 568%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 266; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 397; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 15; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 spell talent. |
blink rune of the warrior (range 4; phase 14; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 48; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
teleportation rune of the titan (range 56; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Adomina the SearnightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +18% fire Changes damage: +3% acid / +3% mind Amulets make your neck look great! |
BeluchikInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical / +9% light / +3% temporal Poison immunity: +10% Knockback immunity: +20% Stamina each turn: +0.40 Mental crit. chance: +2% Amulets make your neck look great! |
Zubuthra the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +7 Cun Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Amulets make your neck look great! |
grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
protective steel amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Changes stats: +2 Cun Changes resistances cap: +2% all Physical save: +9 (+4 eff.) Amulets make your neck look great! |
Emelemira the HailresolveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind Changes damage: +27% cold Stun/Freeze immunity: +27% Life regen: +3.00 Rings make your fingers look great! |
Radharion the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +40 (+17 eff.) Defense: +25 (+12 eff.) Changes stats: +5 Dex Changes damage: +15% physical Rings make your fingers look great! |
TulydukhadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% blight Stun/Freeze immunity: +28% Knockback immunity: +10% Life regen: +2.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Isaraba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex / +2 Cun / +1 Con Changes resistances: +6% blight / +9% nature See invisible: +24 Rings make your fingers look great! |
steel ring 'Strikeminister'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +2 Str / +8 Dex / +2 Wil / +5 Cun Changes resistances: +12% light Changes resistances penetration: +5% lightning Reduces incoming crit damage: 5.00% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.Genocide (42-67 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel greatsword of daylight (37-59 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 light Damage (radius 2) on crit: +28 fire Damage against: +12% Undead When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel longsword of torment (22-30 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +13 (+7 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, long, and deadly. |
horrifying thorny mindstar of venom (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 acid / 8 mind / 6 darkness Changes resistances: +8% acid Changes resistances penetration: +4% acid Changes damage: +7% acid / +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.enhanced hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +6.0% Changes stats: +7 Str / +6 Dex / +5 Mag / +8 Wil / +6 Cun / +3 Con Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.yew magestaff 'Eilinebeth' (25-30 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Defense: +13 (+7 eff.) Damage when hit (Melee): 6 mind Changes resistances: +3% mind Changes damage: +25% arcane / +6% mind Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Sootlore'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce damage dealt by 22% * 20% chance to reduce all saves and defense by 26 Travel speed: +600% Damage (Ranged): +12 fire / +4 mind Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +10% mind Changes damage: +15% mind / +15% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of piercingRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +5 Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +8% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel steamsaw of torment (22-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +42 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +4 Defense: +16 (+8 eff.) Fatigue: +8% Talent granted: +2 Block Disarm immunity: +27% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
CorruptionpanicInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +25% nature / +10% fire Changes damage: +15% lightning / +6% nature Physical save: +10 (+5 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
TidevagrantPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 cold Changes stats: +5 Str / +3 Con Changes resistances: +6% cold / +8% light / +10% darkness Stamina each turn: +3.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Xerevea the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +6% acid / +8% fire / +12% light / +8% cold Disarm immunity: +10% Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Healing mod.: +5% A belt that goes around your waist. |
rough leather belt 'Betusenor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Blackwire (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% acid / +9% temporal / +5% arcane Changes damage: +12% darkness Physical save: +8 (+4 eff.) Spell save: +15 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamikor the cashmere cloak (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +25% cold / +13% light / +16% fire Changes damage: +6% temporal Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Woenull (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +3% temporal Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Confusion immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silema the cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str Changes resistances: +3% temporal / +31% darkness / +2% physical / +3% light / +11% all Changes resistances penetration: +15% physical Changes damage: +19% darkness Pinning immunity: +20% Healing mod.: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Bokodudor' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +11% all Changes damage: +12% all Critical mult.: +20.00% Spell save: +18 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +24 (+8 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Erodedor' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Con Changes resistances: +18% acid / +2% physical / +22% lightning / +11% all Changes damage: +12% acid / +15% lightning Mental save: +18 (+9 eff.) Maximum stamina: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +9% all / +15% fire Changes damage: +10% fire Mana each turn: +0.11 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.timebroken silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +13% all Changes damage: +13% temporal / +17% arcane / +9% all Maximum mana: +35.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +11% all Changes damage: +6% nature Poison immunity: +23% Disease immunity: +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Floezephyr (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes resistances: +9% lightning / +5% arcane / +3% blight Changes damage: +12% cold Silence immunity: +10% Confusion immunity: +10% A pair of boots made of leather. |
Getehor the Kindlebait (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 light Changes stats: +4 Cun / +4 Mag Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivolle the Deepsvortex (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +2 Wil Changes resistances: +6% lightning / +5% temporal Critical mult.: +10.00% Maximum vim: +20.00 Damage Shield penetration: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +13% darkness / +15% temporal Changes resistances penetration: +13% darkness / +13% temporal Silence immunity: +25% Confusion immunity: +26% Stun/Freeze immunity: +22% Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +22% A pair of boots made of leather. |
Burnbreak (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 5 physical / 6 cold Damage when hit (Melee): 4 arcane Changes resistances: +12% fire / +6% cold Changes damage: +5% cold / +4% physical Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Isuriassra the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +1 Wil Changes resistances: +6% mind Changes damage: +3% mind / +3% acid Reduces incoming crit damage: 5.00% Infravision radius: +3 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Ravenjeer' (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 8 physical Damage when hit (Melee): 8 nature Changes resistances: +9% acid Changes resistances penetration: +25% darkness Changes damage: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adyth the Nightdream (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 light Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% darkness / +5% lightning Changes damage: +9% light A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flashripper the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 blight Changes stats: +7 Str / +6 Dex / +4 Wil / +3 Cun Changes resistances: +15% light Stamina when hit: +1.00 Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Light radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.6 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Coalrebel' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 darkness Physical save: +14 (+7 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of stability (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +13 (+6 eff.) Life regen: +2.00 Stamina each turn: +1.30 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel shield of cold resistance (+21%) (0 def, 9 armour, 101.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Fatigue: +8% Changes resistances: +21% cold Talent granted: +1 Block Handheld deflection devices. |
3 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. |
312 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Hurinik' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Str Changes damage: +9% mind Critical mult.: +20.00% Only die when reaching: -80.00 life Mental crit. chance: +3% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Frozenriver the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag Changes resistances: +6% lightning Changes resistances penetration: +10% cold Changes damage: +3% cold Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +19 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. |
Kindleravage the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +4 Wil Changes resistances penetration: +5% fire Changes damage: +9% fire / +6% mind / +3% light Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of dwarven-steel shots of paradox (23/23, 36-43 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 23 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +10 temporal Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Myromidan' (22/22, 24-28 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +6.5% Capacity: 22 On weapon hit: * 10% chance to reduce all saves and defense by 26 * 20% chance to knock the target back 3 spaces and deal 166 physical damage Travel speed: +200% Damage Shield penetration (this weapon only): +10% Damage (Ranged): +12 mind / +15 physical Damage (radius 1) on hit: +7 fire Shots are used with slings to pummel your foes to death. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel torque of psionic shield 'Singeraven' [power 49] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% acid / +9% fire Changes resistances penetration: +20% fire It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 35. * Increase all damage by 11% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Blackbrace the elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +3% darkness Changes resistances penetration: +10% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 219 Base Damage: 111 Armor: 5 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Lisigathra the yew totem of healing [power 314] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +6% lightning / +5% arcane / +3% darkness Spell save: +18 (+9 eff.) Teleport immunity: +20% Maximum life: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.extending yew totem of summon tentacle [power 235] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 537 Base Damage: 235 Armor: 18 All Resist: 7 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By WHITE FLAME the Yeek Adventurer level 12
6th Dusk 122nd year of Ascendancy at 23:52 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By WHITE FLAME the Yeek Adventurer level 25
68th Haze 122nd year of Ascendancy at 07:33 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By WHITE FLAME the Yeek Adventurer level 25
68th Haze 122nd year of Ascendancy at 00:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WHITE FLAME the Yeek Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 22:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By WHITE FLAME the Yeek Adventurer level 20
57th Dusk 122nd year of Ascendancy at 09:46 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By WHITE FLAME the Yeek Adventurer level 24
58th Haze 122nd year of Ascendancy at 20:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By WHITE FLAME the Yeek Adventurer level 6
6th Mirth 122nd year of Ascendancy at 10:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By WHITE FLAME the Yeek Adventurer level 19
54th Dusk 122nd year of Ascendancy at 23:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By WHITE FLAME the Yeek Adventurer level 24
30th Haze 122nd year of Ascendancy at 23:22 see stats
Log
Burning from WHITE FLAME hits Islymirin the ghoul for 2 fire damage.
Zubelrarin the skeleton master archer hits WHITE FLAME for 135 physical damage.
Betolaith the temporal stalker receives 32 healing from Unnatural Body.
WHITE FLAME's spell attains critical power!
WHITE FLAME's spell attains critical power!
Zubelrarin the skeleton master archer's armor corrodes!
WHITE FLAME's Rocket Pod hits Skeleton warrior for 3 lightning damage.
WHITE FLAME's Rocket Pod hits Zubelrarin the skeleton master archer for 8 fire, 7 fire, 5 nature, 3 lightning (22 total damage).
WHITE FLAME's Rocket Pod hits Islymirin the ghoul for 2 lightning damage.
Raze hits Skeleton warrior for 7 darkness, 6 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness (36 total damage).
Raze hits Zubelrarin the skeleton master archer for 2 darkness damage.
Raze hits Betolaith the temporal stalker for 2 darkness damage.
WHITE FLAME's Rocket Pod hits Skeleton warrior for 17 fire, 10 fire, 5 nature, 3 lightning (34 total damage).
WHITE FLAME's Rocket Pod hits Zubelrarin the skeleton master archer for 3 lightning damage.
WHITE FLAME's Rocket Pod hits Betolaith the temporal stalker for 2 lightning damage.
WHITE FLAME hits Skeleton warrior for 18 mind, 2 lightning, 1 fire, 1 acid, 2 cold, 3 fire (27 total damage).
WHITE FLAME hits Zubelrarin the skeleton master archer for 18 mind, 2 lightning, 1 fire, 1 acid, 2 cold, 2 fire (25 total damage).
Islymirin the ghoul bites poison into WHITE FLAME.
Islymirin the ghoul hits WHITE FLAME for 4 lightning damage.
Melee retaliation hits Islymirin the ghoul for 4 arcane, 2 blight, 2 fire, 2 mind, 3 darkness (12 total damage).
Betolaith the temporal stalker uses Blindside.
Betolaith the temporal stalker hits WHITE FLAME for 17 physical damage.
Melee retaliation hits Betolaith the temporal stalker for 3 arcane, 1 blight, 1 fire, 2 mind, 2 darkness (10 total damage).
Zubelrarin the skeleton master archer hits WHITE FLAME for 92 physical damage.
Burning Phosphorous from WHITE FLAME hits Zubelrarin the skeleton master archer for 4 fire damage.
Burning from WHITE FLAME hits Zubelrarin the skeleton master archer for 2 fire damage.
Melee retaliation hits Zubelrarin the skeleton master archer for 4 arcane, 1 blight, 1 fire, 4 mind, 3 darkness (13 total damage).
WHITE FLAME the level 27 yeek adventurer was maimed to death by Zubelrarin the skeleton master archer on level 6 of Dreadfell.
You carry too much--you are encumbered!
Drop some of your items.































































































































