Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 28 / 39% |
Size | medium |
Lifes / Deaths | Killed by alchemist golem at level 10 on the 4th Mirth 122nd year of Ascendancy at 09:01 0 / 7Killed by Silunor the bandit lord at level 16 on the 9th Mirth 122nd year of Ascendancy at 00:23 Killed by Silunn the bandit at level 19 on the 2nd Summertide 122nd year of Ascendancy at 21:19 Killed by Eilinyrawyn the thief at level 22 on the 3rd Flare 122nd year of Ascendancy at 10:19 Killed by Dozing Aerothra at level 23 on the 5th Flare 122nd year of Ascendancy at 08:59 Killed by Isudhewe the rattlesnake at level 25 on the 7th Flare 122nd year of Ascendancy at 15:34 Killed by Layorawen the ghoul at level 28 on the 1st Dusk 122nd year of Ascendancy at 17:36 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 41 (base 38) |
Constitution | 16 (base 16) |
Magic | 63 (base 57) |
Willpower | 29 (base 12) |
Cunning | 36 (base 19) |
Resources
Mana | 84/357 |
Life | -106/571 |
Positive | 91/131 |
Stamina | 191/228 |
Paradox | 243 |
Healing Factor | 1.3645771506546 |
Regeneration | 3.8890448793655 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 13.053168635296 |
See Invisible | 13.053168635296 |
Offense: Mainhand
Damage | 27 |
Accuracy | 54 |
Crit Chance | 20% |
APR | 5 |
Speed | 0.80 |
Offense: Offhand
Damage | 15 |
Accuracy | 54 |
Crit Chance | 20% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 19% |
Speed | 1 |
Cooldown Reduction | 5.5511151231258E-15 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Acid | +5% |
Light | +39% |
Temporal | +6% |
Blight | +19% |
Mind | +3% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Darkness | +25% |
Fire | +15% |
Light | +25% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 2 |
Physical Save | 34 |
Spell Save | 32 |
Mental Save | 31 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 29%( 70%) |
Cold | + 24%( 70%) |
All | + 11%( 70%) |
Lightning | + 25%( 70%) |
Light | + 55%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 38%( 70%) |
Mind | + 22%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Teleport Resistance | 10% |
Stun Resistance | 22% |
Blind Resistance | 36% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 250 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Meta | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 11): Pacifist | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 12): Headhunter0 / 4 demon spawn killed. | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 14): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror MatchYou completed the challenge and received: Random Artifact: Blindspawn (115% power, 3 apr, fire element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 206 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (206)Turns left: 107 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: Random Artifact: Chilllord (7 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Woevenom (10 def, 4 armour) Woevenom (10 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Defense: +10 (+3 eff.) Fatigue: -3% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 darkness Changes stats: +3 Mag / +3 Wil Maximum encumbrance: +24 Physical save: +8 (+4 eff.) Disease immunity: +20% Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Healing mod.: +5% It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +41.00 Light radius: +3 Healing mod.: +11% 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 | Mayylrarin the Heatraider (0 def, 3 armour) Mayylrarin the Heatraider (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +18% fire Changes damage: +6% blight / +6% temporal Mindpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Glovena (0 def, 2 armour) Glovena (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +2 Damage (Melee): 6 acid / 5 fire Changes stats: +2 Str / +2 Dex / +4 Cun Changes resistances: +6% acid / +6% fire Changes damage: +5% acid / +4% fire Maximum vim: +20.00 Spell crit. chance: +1% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid / +6 fire It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Fulymnir [power 188] (15 cooldown) Fulymnir [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% temporal Silence immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Glorolramira the Kilnzeal Glorolramira the KilnzealPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +13% blight / +6% fire / +28% light Changes resistances penetration: +15% fire Changes damage: +13% blight / +9% fire / +14% light Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
On fingers | steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 25 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 25 Damage (Ranged): 6 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | Rainbloom RainbloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +16% lightning / +3% cold Stun/Freeze immunity: +22% Knockback immunity: +20% Teleport immunity: +10% Healing mod.: +5% Amulets make your neck look great! |
In main hand | Moon (100% power, 0 apr) Moon (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. The set is complete. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Cunning as Darkness damage (72). When wielded/worn: Changes resistances penetration: +25% darkness Changes damage: +25% darkness Light radius: +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Around waist | Porebretha PorebrethaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Defense: +30 (+10 eff.) Physical save: +7 (+4 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
In off hand | Star (100% power, 0 apr) Star (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. The set is complete. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Dexterity as Light damage (82). When wielded/worn: Changes resistances penetration: +25% light Changes damage: +25% light Light radius: +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | Chilllord (7 def, 6 armour) Chilllord (7 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Changes stats: +3 Wil / +1 Mag Changes resistances: +12% cold Changes resistances penetration: +5% mind Changes damage: +3% mind Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's cashmere robe of life (0 def, 0 armour) dreamer's cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +7% blight / +12% darkness / +12% mind / +11% all Physical save: +12 (+6 eff.) Spell save: +13 (+7 eff.) Mental save: +20 (+9 eff.) Life regen: +2.60 Maximum life: +48.00 Healing mod.: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Glimmerstake GlimmerstakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +3% light Changes damage: +12% light Life regen: +1.00 Maximum stamina: +10.00 Amulets make your neck look great! |
Layaba the steel amulet Layaba the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str / +2 Dex Changes resistances: +18% lightning Spell save: +6 (+3 eff.) Stun/Freeze immunity: +22% Teleport immunity: +20% Amulets make your neck look great! |
Xerossra the Freezeprophet =Actually Good= Xerossra the Freezeprophet =Actually Good=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 25 Changes resistances: +3% mind / +3% temporal Changes resistances penetration: +15% cold Talent mastery: +0.17 Wild-gift / Higher draconic abilities Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
clarifying copper amulet of magic (+3) clarifying copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
steel amulet 'Flarepython' steel amulet 'Flarepython'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes resistances: +6% blight / +9% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. IssitirIssitir Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +40% nature Changes resistances penetration: +10% mind Changes damage: +14% nature / +12% mind Maximum life: +20.00 Rings make your fingers look great! |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
Growthflash the iron dagger (98% power, 5 apr) Growthflash the iron dagger (98% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +4 darkness / +12 lightning Damage (radius 2) on crit: +8 lightning / +4 nature When wielded/worn: Changes resistances: +3% nature Sharp, short and deadly. |
iron dagger (97% power, 5 apr) iron dagger (97% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Crystalline Iron longsword (107% power, 2 apr) Crystalline Iron longsword (107% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 It is part of a set of items. Power: 107% Range: 1.4x Uses stat: 100% Mag Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, long, and deadly. Transformed with the power of the Spellblaze. |
This item will automatically be transmogrified when you leave the level. Brightwasp (128% power, 4 apr)Brightwasp (128% power, 4 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 25 Damage (Melee): +5 mind When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 10 light Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +10% light Changes damage: +6% nature / +12% darkness Light radius: +2 Blunt and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
elemental steel mace (110% power, 3 apr) elemental steel mace (110% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +11% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff of illumination (120% power, 4 apr, temporal element)cruel yew starstaff of illumination (120% power, 4 apr, temporal element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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: Defense: +7 (+2 eff.) Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Light radius: +3 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 98.61 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. |
Shiverstar the hardened leather belt =dex cun lck= Shiverstar the hardened leather belt =dex cun lck=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +7% lightning / +8% temporal / +5% arcane / +3% cold Changes resistances penetration: +15% arcane Changes damage: +6% arcane Trap disarming bonus: +5 Stealth bonus: +7 Maximum life: +46.00 Infravision radius: +4 A belt that goes around your waist. |
rough leather belt of unlife =BREATH= rough leather belt of unlife =BREATH=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Camedar (1 def, 0 armour) =DIE AT= Camedar (1 def, 0 armour) =DIE AT=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str / +1 Con Changes resistances: +3% nature / +12% cold Only die when reaching: -60.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galehacker the elven-silk robe (0 def, 0 armour) Galehacker the elven-silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% lightning / +15% all Changes resistances penetration: +12% darkness / +16% physical Changes damage: +30% darkness / +22% physical Mental save: +6 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum hate: +11.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mold's kiss the woollen robe (12 def, 2 armour) Mold's kiss the woollen robe (12 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 33% Changes stats: +2 Str Changes resistances: +9% all Physical save: +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningstun the woollen robe (0 def, 0 armour) =4str= Morningstun the woollen robe (0 def, 0 armour) =4str=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +2 Effects on melee hit: * 10% chance to reduce armor by 33% Changes stats: +4 Str Changes resistances: +15% lightning / +9% all Changes damage: +10% lightning / +6% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silelle the Magmaidol (0 def, 0 armour) Silelle the Magmaidol (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 33% Changes resistances: +21% acid / +13% all Changes resistances penetration: +10% fire Changes damage: +14% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of light (+15%) (0 def, 0 armour) timebroken cashmere robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +15% light / +11% all Changes damage: +11% temporal / +14% arcane / +10% light Maximum mana: +21.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% all Life regen: +1.70 Maximum life: +41.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogrock (0 def, 3 armour) =DIE AT= Fogrock (0 def, 3 armour) =DIE AT=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +7.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +5 Str Changes damage: +9% darkness Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mucusmalice the pair of hardened leather boots (0 def, 3 armour) Mucusmalice the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 6 darkness Changes stats: +3 Cun / +3 Con Changes resistances: +8% lightning / +8% temporal / +3% nature Changes damage: +9% nature Physical save: +13 (+6 eff.) Mental save: +10 (+5 eff.) A pair of boots made of leather. |
Shinekill (0 def, 1 armour) Shinekill (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 light Changes resistances: +7% lightning / +6% temporal / +3% blight Changes damage: +6% nature A pair of boots made of leather. |
pair of iron boots 'Cuthodur' (0 def, 3 armour) =8str= pair of iron boots 'Cuthodur' (0 def, 3 armour) =8str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +8 Str / +2 Dex / +2 Cun Blindness immunity: +10% Disease immunity: +10% Life regen: +2.00 Maximum life: +40.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 162% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbustrencher (0 def, 2 armour) Nimbustrencher (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 7 cold Changes resistances: +6% cold Changes damage: +3% temporal / +4% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of magic (+2) (0 def, 1 armour) radiant iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +3% light / +4% arcane When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 1). Damage (Melee): +5 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +16.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Glorevea (0 def, 4 armour) =STATS= Glorevea (0 def, 4 armour) =STATS=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +7 Dex / +10 Con Changes resistances: +6% blight Critical mult.: +5.00% 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 53.5 Physical damage. If the attack hits, the target is confused (37% 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. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Glaregrit' (0 def, 3 armour) =DEX CON= hardened leather cap 'Glaregrit' (0 def, 3 armour) =DEX CON=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% light Stamina when hit: +1.20 Equilibrium when hit: +0.90 Light radius: +3 A cap made of leather. |
rough leather cap of might (0 def, 1 armour) =STRCON= rough leather cap of might (0 def, 1 armour) =STRCON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. werebeast's hardened leather cap of might (0 def, 3 armour)werebeast's hardened leather cap of might (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Cun / +6 Con A cap made of leather. |
Myzilarek the Floespike (6 def, 4 armour) Myzilarek the Floespike (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Con Changes resistances: +3% cold Changes resistances penetration: +5% physical / +5% cold Life regen: +4.00 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
Rainmaim the hardened leather armour (9 def, 15 armour) Rainmaim the hardened leather armour (9 def, 15 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +20% acid / +16% physical / +7% mind / +15% fire Changes resistances penetration: +5% nature Changes damage: +6% nature / +3% temporal Mental save: +15 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Ebonywyrd' (9 def, 6 armour)hardened leather armour 'Ebonywyrd' (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 10 darkness Changes resistances: +18% lightning / +7% physical Changes damage: +6% mind / +9% darkness Physical save: +10 (+5 eff.) A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
2 agate 2 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. |
452 alchemist agate 452 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Hurochak' (dig speed 37 turns) =3str= iron pickaxe 'Hurochak' (dig speed 37 turns) =3str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +3 Cun / +2 Con Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
6 garnet 6 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. |
ruby 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Melina the Shalore Adventurer level 5
76th Pyre 122nd year of Ascendancy at 17:25 see stats
By Melina the Shalore Adventurer level 23
4th Flare 122nd year of Ascendancy at 08:27 see stats
By Melina the Shalore Adventurer level 11
5th Mirth 122nd year of Ascendancy at 20:22 see stats
By Melina the Shalore Adventurer level 24
6th Flare 122nd year of Ascendancy at 20:54 see stats
By Melina the Shalore Adventurer level 10
4th Mirth 122nd year of Ascendancy at 02:16 see stats
By Melina the Shalore Adventurer level 20
3rd Summertide 122nd year of Ascendancy at 00:50 see stats
By Melina the Shalore Adventurer level 11
5th Mirth 122nd year of Ascendancy at 07:00 see stats
By Melina the Shalore Adventurer level 23
4th Flare 122nd year of Ascendancy at 18:38 see stats
By Melina the Shalore Adventurer level 16
8th Mirth 122nd year of Ascendancy at 16:41 see stats
Log
Melina picks up (I.): cashmere wizard hat (2 def, 0 armour).
Talent Warp Blade is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the east (white ooze)).
Talent Blink Blade is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the east (white ooze)).
The shield around Melina crumbles.
Talent Dimensional Step is ready to use.
Talent Shadowstep is ready to use.
Melina is no longer out of phase.
Melina casts Sun Ray.
White ooze splits in two!
White ooze resists the blinding light!
Melina hits White ooze for 119 light damage.
Melina is infected by a corrosive worm.
Talent Rune: Shielding is ready to use.
Melina deactivates Second Life.
Melina has been healed by a blast of positive energy!
Melina receives 129 healing.
Layorawen the ghoul's Soul Rot hits Melina for 0 blight damage.
Melina shares damage with her guardian!
Something hits Melina for (36 shared), 236 blight (236 total damage).
Something hits Melina's temporal clone for 198 acid damage.
Melina the level 28 shalore adventurer was plagued to death by Layorawen the ghoul on level 24 of Infinite Dungeon.