Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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 | Female |
Race | Dwarf |
Class | Cultist of Entropy |
Level / Exp | 29 / 18% |
Size | big |
Lifes / Deaths | Killed by Xaneldathra the corrupted protosentient globula at level 29 on the 14th Wealth 122nd year of Ascendancy at 21:43 / 2Killed by Emelyvea the corrupted acidic digestor at level 29 on the 14th Wealth 122nd year of Ascendancy at 21:56 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 63 (base 53) |
Magic | 68 (base 60) |
Willpower | 16 (base 10) |
Cunning | 21 (base 13) |
Resources
Life | -142/842 |
Insanity | 86/100 |
Healing Factor | 1.4946192134509 |
Regeneration | 2.6155836235391 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 6 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 24 |
Crit Chance | 7% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 24 |
Crit Chance | 18% |
APR | 27 |
Speed | 0.90 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +50% |
Light | +11% |
Temporal | +12% |
Nature | +31% |
Physical | +9% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +37% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 60.757005990805 (71.69962066283%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 43 |
Mental Save | 27 |
Defense: Resistances
Blight | + 28%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 70%( 70%) |
All | + 21%( 70%) |
Lightning | + 36%( 70%) |
Light | + 48%( 70%) |
Temporal | + 35%( 70%) |
Darkness | + 31%( 70%) |
Fire | + 36%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Knockback Resistance | 50% |
Confusion Resistance | 73% |
Stun Resistance | 49% |
Disarm Resistance | 50% |
Poison Resistance | 37% |
Blind Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Dexterity stat. |
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 149 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 Magic stat. |
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 376 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Revelation |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Ce'Nemirin the snow giant. Escort: worried loremaster (level 2 of Daikara) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | 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 AlchemistsUngrol 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 minotaur nose. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | pair of hardened leather boots 'Earafast' (0 def, 7 armour) pair of hardened leather boots 'Earafast' (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +7 Changes damage: +9% physical Reduces incoming crit damage: 10.00% Silence immunity: +51% Confusion immunity: +55% Stun/Freeze immunity: +49% Movement speed: +25% A pair of boots made of leather. |
Light source | Islusetira the Airpeal Islusetira the AirpealCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% fire / +12% light / +15% cold Changes resistances penetration: +5% mind Blindness immunity: +29% Confusion immunity: +18% Light radius: +9 See stealth: +6 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 90.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ash totem of healing 'Eliwyn' [power 170] (15 cooldown) ash totem of healing 'Eliwyn' [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +15 (+8 eff.) Damage when hit (Melee): 2 temporal / 4 physical Changes stats: +1 Con It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 47. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Eilinywe' steel ring 'Eilinywe'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +12% temporal / +24% nature / +22% light Changes damage: +12% temporal / +12% nature / +11% light Only die when reaching: -20.00 life Rings make your fingers look great! |
On fingers | gold ring 'Ragindil' gold ring 'Ragindil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -9% Changes resistances: +6% temporal / +3% cold Maximum encumbrance: +40 Silence immunity: +20% Mana each turn: +0.15 Only die when reaching: -60.00 life Rings make your fingers look great! |
Around neck | insulating copper amulet of willpower (+2) insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% fire / +12% cold Amulets make your neck look great! |
In main hand | short yew vilestaff of warding (20-24 power, 4 apr, darkness element) short yew vilestaff of warding (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Maximum wards: +2 darkness Changes damage: +20% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Gama the hardened leather belt Gama the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +16 Changes stats: +3 Dex Changes resistances: +5% arcane / +9% cold Spell save: +19 (+6 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | Umbrabliss the cashmere cloak (2 def, 7 armour) Umbrabliss the cashmere cloak (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Damage when hit (Melee): 6 darkness Changes stats: +1 Mag / +1 Wil Changes resistances: +12% darkness / +16% cold Changes resistances penetration: +12% darkness Changes damage: +30% darkness / +6% acid Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant silk robe of life (0 def, 0 armour) verdant silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% blight / +13% all Changes damage: +19% nature Poison immunity: +37% Disease immunity: +27% Life regen: +1.50 Maximum life: +43.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 607%; cd 13) movement infusion of the sneak (speed 607%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 589%; cd 15) movement infusion of the titan (speed 589%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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. |
wild infusion of the wizard (res 30%; magical; dur 2; cd 13) wild infusion of the wizard (res 30%; magical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
acid wave rune of the wizard (damage 212; dur 4; cd 17) acid wave rune of the wizard (damage 212; dur 4; 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 211.58 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic 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. |
biting gale rune of the titan (damage 204; dur 4; cd 16) biting gale rune of the titan (damage 204; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 203.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
ethereal rune of the warrior (power 12; resist 19%; move 46%; dur 5; cd 18) ethereal rune of the warrior (power 12; resist 19%; move 46%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 46% faster, and you are invisible (power 12). 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. |
This item will automatically be transmogrified when you leave the level. Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (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: Touch a target (or yourself) to infuse it with Nature, healing it for 151 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Frozenspire FrozenspireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +9% blight / +3% cold / +5% arcane Changes resistances penetration: +10% cold Blindness immunity: +10% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Lightmistress the copper amulet Lightmistress the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +15% arcane / +15% light Changes damage: +12% arcane / +3% mind Talent mastery: +0.13 Demented / Nether Light radius: +1 Amulets make your neck look great! |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% mind Confusion immunity: +22% Amulets make your neck look great! |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
serendipitous copper amulet serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Belostir BelostirInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+3 eff.) Changes stats: +6 Dex Changes resistances: +7% nature / +8% blight Poison immunity: +13% Disease immunity: +18% Stamina each turn: +3.00 Light radius: +2 See invisible: +6 Rings make your fingers look great! |
Galolagas the steel ring Galolagas the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +24% acid / +6% darkness Changes damage: +12% acid Mental save: +15 (+8 eff.) Disease immunity: +10% Cut immunity: +20% Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Starmalice the copper ring Starmalice the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% blight / +6% fire / +3% temporal / +9% lightning Mental save: +6 (+3 eff.) Confusion immunity: +23% Light radius: +2 Rings make your fingers look great! |
Torchschism TorchschismCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +5% arcane / +12% darkness Changes resistances penetration: +5% acid / +15% fire Disarm immunity: +35% Pinning immunity: +23% Knockback immunity: +37% Maximum life: +29.00 Rings make your fingers look great! |
Wheel of Fate 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? |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of crippling (10-13 power, 5 apr)flaming iron dagger of crippling (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +6 fire When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Loruroldil' (14-18 power, 6 apr)steel dagger 'Loruroldil' (14-18 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 13 Changes resistances: +12% cold / +3% temporal Changes resistances penetration: +9% physical Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +3.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Bloomveil the elm longbowBloomveil the elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to slow global speed by 38% When wielded/worn: Changes stats: +5 Dex / +2 Cun Changes resistances: +18% fire Mental save: +12 (+6 eff.) Stun/Freeze immunity: +20% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. arcing steel longsword of massacre (22-31 power, 3 apr)arcing steel longsword of massacre (22-31 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Layadata the Duskreek (3-3 power, 12 apr, nature damage)Layadata the Duskreek (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% darkness Changes resistances penetration: +25% mind Changes damage: +6% darkness / +6% temporal Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Dawnwake (15-18 power, 3 apr, darkness element)Dawnwake (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+13 eff.) Physical crit. chance: +5.0% Defense: +9 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes damage: +15% darkness / +15% light Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% 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 83.24 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. |
This item will automatically be transmogrified when you leave the level. Eclipse (18-22 power, 4 apr, darkness element)Eclipse (18-22 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. shimmering yew starstaff (20-24 power, 4 apr, temporal element)shimmering yew starstaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +51.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Stormlash (17-19 power, 7 apr)Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.11 to 60.33 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Girdle of the Calm Waters 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. |
Lisedatta the Hailransom Lisedatta the HailransomInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Dex / +2 Con Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +10% cold Changes damage: +6% cold Maximum life: +41.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of life (0 def, 0 armour)mindwoven 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: +8% blight / +11% all Mental save: +18 (+9 eff.) Life regen: +2.00 Maximum life: +44.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerileba the pair of hardened leather boots (0 def, 3 armour) Nerileba the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Changes stats: +6 Dex Changes resistances: +5% lightning / +6% temporal Silence immunity: +29% Confusion immunity: +20% Stun/Freeze immunity: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of rough leather boots of phasing (0 def, 1 armour)stealthy pair of rough leather boots of phasing (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +3 Mag / +3 Wil / +6 Lck Stealth bonus: +7 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Berukalthomas the hardened leather gloves (0 def, 4 armour) Berukalthomas the hardened leather gloves (0 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +23 (+12 eff.) Armour: +4 Damage (Melee): 7 light Changes stats: +4 Dex Changes resistances: +8% light / +3% mind Changes damage: +7% light Physical save: +6 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +22% Healing mod.: +10% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Isletha the linen wizard hat (1 def, 0 armour)Isletha the linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +20% mind Changes damage: +9% acid Mental save: +12 (+6 eff.) Mana each turn: +0.14 Maximum hate: +8.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Offalfury (0 def, 3 armour) Offalfury (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +10% nature Reduces incoming crit damage: 15.00% Blindness immunity: +20% Vim when firing critical spell: +1.00 Damage Shield penetration: +30% A cap made of leather. |
dwarven-steel helm 'Cloudhash' (6 def, 4 armour) dwarven-steel helm 'Cloudhash' (6 def, 4 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning / 6 cold Changes stats: +6 Cun / +3 Wil Changes resistances: +6% lightning / +14% cold Allows you to breathe in: water Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Freezetooth' (0 def, 1 armour) rough leather cap 'Freezetooth' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +2 Dex Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +15% acid A cap made of leather. |
Tundraoath (6 def, 4 armour) Tundraoath (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 4 cold Changes stats: +3 Str / +6 Dex Changes resistances: +12% darkness / +6% cold Changes damage: +6% cold Life regen: +3.30 Stamina each turn: +1.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Strikenull' (6 def, 4 armour)cured leather armour 'Strikenull' (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3 Str / +2 Mag / +9 Wil Changes resistances: +7% mind Changes resistances penetration: +20% lightning Changes damage: +12% lightning Mental save: +13 (+7 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble cured leather armour of the deep (10 def, 6 armour)nimble cured leather armour of the deep (10 def, 6 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +7% Changes stats: +4 Dex Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Emelylralle the steel shield (0 def, 13 armour, 16-20 power, 41.5 block)Emelylralle the steel shield (0 def, 13 armour, 16-20 power, 41.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 On weapon hit: * 14% chance to reduce armor by 35% Damage (Melee): +12 blight When wielded/worn: Armour: +13 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 9 acid Changes stats: +5 Mag Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
9 agate 9 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. |
171 alchemist agate 171 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of deeplife (dig speed 24 turns) dwarven-steel pickaxe of deeplife (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 emerald 7 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Shinekin the alchemist's lamp Shinekin the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +11 Dex Changes damage: +18% light Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial 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.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
2 garnet 2 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 quartz 4 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. |
16 ametrine 16 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. |
14 citrine 14 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. |
10 zircon 10 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 Lerma the Dwarf Cultist of Entropy level 27
42nd Profit 122nd year of Ascendancy at 21:41 see stats
By Lerma the Dwarf Cultist of Entropy level 24
37th Profit 122nd year of Ascendancy at 20:20 see stats
By Lerma the Dwarf Cultist of Entropy level 27
42nd Profit 122nd year of Ascendancy at 21:18 see stats
By Lerma the Dwarf Cultist of Entropy level 10
24th Voratun 122nd year of Ascendancy at 15:55 see stats
By Lerma the Dwarf Cultist of Entropy level 20
20th Profit 122nd year of Ascendancy at 16:14 see stats
By Lerma the Dwarf Cultist of Entropy level 27
42nd Profit 122nd year of Ascendancy at 21:41 see stats
By Lerma the Dwarf Cultist of Entropy level 6
20th Voratun 122nd year of Ascendancy at 05:16 see stats
By Lerma the Dwarf Cultist of Entropy level 27
42nd Profit 122nd year of Ascendancy at 21:41 see stats
By Lerma the Dwarf Cultist of Entropy level 13
1st Acquisition 122nd year of Ascendancy at 00:49 see stats
By Lerma the Dwarf Cultist of Entropy level 22
32nd Profit 122nd year of Ascendancy at 04:31 see stats
By Lerma the Dwarf Cultist of Entropy level 16
4th Profit 122nd year of Ascendancy at 13:52 see stats
By Lerma the Dwarf Cultist of Entropy level 29
14th Wealth 122nd year of Ascendancy at 21:43 see stats
Log
Lerma speeds up.
Talent Dark Whispers is ready to use.
Emelyvea the corrupted acidic digestor is free of the entropy.
Lava floor burns Lerma!
Emelyvea the corrupted acidic digestor hits Lerma for 86 fire damage.
Lerma uses Dagger Block.
Lerma loses 2 health to the entropy.
Talent Infusion: Regeneration is ready to use.
Lava floor heals Emelyvea the corrupted acidic digestor!
Emelyvea the corrupted acidic digestor casts Corrosive Worm.
Lerma is infected by a corrosive worm.
Emelyvea the corrupted acidic digestor receives 146 healing.
Lava floor burns Lerma!
Lerma struggles against the paranoia.
Emelyvea the corrupted acidic digestor hits Lerma for 86 fire damage.
Lerma uses Infusion: Regeneration.
Lerma starts regenerating health quickly.
Lerma loses 2 health to the entropy.
Lava floor heals Emelyvea the corrupted acidic digestor!
Emelyvea the corrupted acidic digestor casts Soul Rot.
Emelyvea the corrupted acidic digestor's spell attains critical power!
Emelyvea the corrupted acidic digestor receives 146 healing.
Emelyvea the corrupted acidic digestor's Soul Rot hits Lerma for 396 blight damage.
Emelyvea the corrupted acidic digestor deactivates Fearscape.
Lava floor burns Lerma!
Emelyvea the corrupted acidic digestor hits Lerma for 86 fire damage.
Lerma the level 29 dwarf cultist of entropy was combusted to death by Emelyvea the corrupted acidic digestor on level 1 of Fearscape.
You are brought back from the Fearscape!