Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 34 / 50% |
Size | medium |
Lifes / Deaths | Killed by flame turret at level 34 on the 12nd Pyre 123rd year of Ascendancy at 17:29 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 65 (base 55) |
Constitution | 25 (base 10) |
Magic | 34 (base 29) |
Willpower | 27 (base 10) |
Cunning | 61 (base 60) |
Resources
Life | -1114/862 |
Mana | 276/383 |
Stamina | 98/262 |
Healing Factor | 1.7945178243369 |
Regeneration | 44.773219717205 |
Speed
Mental | +9.999999999995% |
Attack | 0% |
Movement | +16% |
Spell | -5.0182080713057E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 36.634129341246 |
See Invisible | 36.634129341246 |
Offense: Mainhand
Damage | 82 |
Accuracy | 72 |
Crit Chance | 35% |
APR | 13 |
Speed | 0.91 |
Offense: Offhand
Damage | 62 |
Accuracy | 72 |
Crit Chance | 33% |
APR | 13 |
Speed | 0.91 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 16% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +6% |
Nature | +16% |
Blight | +12% |
Physical | +9% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Darkness | +38% |
Temporal | +37% |
All | +25% |
Defense: Base
Armour (hardiness) | 7 (35.65183292883%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 31 |
Mental Save | 47 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 26%( 70%) |
All | + 16%( 70%) |
Darkness | + 50%( 70%) |
Light | + 29%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 46%( 70%) |
Mind | + 21%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 10% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 582 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -440 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 880 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 145 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 Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Iseldath the dreadmaster. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Aruth the snow giant. Escort: repented thief (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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 298. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vampire lord fang. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | traveler's pair of dwarven-steel boots of void walking (0 def, 4 armour) traveler's pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +15% darkness / +16% temporal Changes resistances penetration: +13% darkness / +12% temporal Maximum encumbrance: +37 Physical save: +8 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Hettedrafast' alchemist's lamp 'Hettedrafast'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +3 Dex / +5 Mag / +4 Wil Changes damage: +8% mind Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Spell save: +13 (+7 eff.) Mental save: +13 (+4 eff.) Spellpower: +9 (+3 eff.) Light radius: +6 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Chillshear the rough leather cap (25 def, 1 armour) =25 def 4 life= Chillshear the rough leather cap (25 def, 1 armour) =25 def 4 life=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+5 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +12% cold Knockback immunity: +20% Life regen: +4.00 A cap made of leather. |
On hands | dwarven-steel gauntlets 'Galerion' (10 def, 2 armour) dwarven-steel gauntlets 'Galerion' (10 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +1 Cun Changes resistances: +3% temporal / +10% darkness / +15% light Life regen: +4.00 Maximum stamina: +20.00 Infravision radius: +3 Healing mod.: +10% 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: Base power: 18.0 - 25.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glimmerwish [power 55] (3/15 cooldown) Glimmerwish [power 55] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +15% acid / +5% arcane / +6% mind Changes damage: +6% light Spell save: +9 (+5 eff.) Life regen: +4.00 Maximum life: +100.00 It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +9.00 Maximum life: +68.00 Healing mod.: +15% Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +3 Wil Changes resistances: +32% nature / +30% lightning Changes damage: +15% lightning / +16% nature / +12% blight Critical mult.: +5.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +30% Equilibrium when hit: +0.12 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | acidic voratun dagger of enduring (40-51 power, 9 apr) acidic voratun dagger of enduring (40-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 When wielded/worn: Changes stats: +9 Con / +9 Wil Maximum life: +28.00 Sharp, short and deadly. |
Around waist | Zerysus the rough leather belt Zerysus the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Changes stats: +4 Dex / +1 Wil Reduces incoming crit damage: 15.00% Life regen: +0.80 Light radius: +1 Healing mod.: +11% A belt that goes around your waist. |
In off hand | quick stralite dagger of amnesia (31-40 power, 9 apr) quick stralite dagger of amnesia (31-40 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
Cloak | Dairumanik the linen cloak (11 def, 0 armour) Dairumanik the linen cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +11 (+2 eff.) Changes stats: +5 Str / +1 Con Changes damage: +9% physical Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven silk robe of life (0 def, 0 armour) mindwoven silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +6% blight / +13% all Mental save: +20 (+6 eff.) Life regen: +2.90 Maximum life: +45.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the warrior (res 21%; mental, physical; dur 2; cd 16) wild infusion of the warrior (res 21%; mental, physical; dur 2; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 393; dur 5; cd 17) shielding rune of the sneak (absorb 393; dur 5; 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 create a protective shield absorbing at most 393 damage for 5 turns. Its effects scale with your Cunning 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. |
Eclipsegore EclipsegoreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -5% Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Knockback immunity: +10% Life regen: +2.00 Amulets make your neck look great! |
vitalizing copper amulet of perfection (0.13 Cunning / Dirty fighting,0.13 Technique / Mobility) vitalizing copper amulet of perfection (0.13 Cunning / Dirty fighting,0.13 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.13 Cunning / Dirty fighting +0.13 Technique / Mobility Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +32.00 Amulets make your neck look great! |
Poranne the steel ring Poranne the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+8 eff.) Defense: +25 (+5 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +26% darkness Changes resistances penetration: +25% physical Changes damage: +13% darkness Mana when firing critical spell: +2.00 Maximum vim: +20.00 Rings make your fingers look great! |
marksman's steel ring of fire (+20%) marksman's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
Durifast the gold ring Durifast the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +11 (+5 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +3 Dex / +8 Con Changes resistances: +6% mind Changes resistances penetration: +15% arcane Silence immunity: +22% Mana each turn: +0.18 Vim when firing critical spell: +2.00 Maximum life: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 22 Damage (Melee): 5 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 22 Damage (Ranged): 15 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
gold ring of darkness (+24%) gold ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! |
warrior's gold ring of life warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +7.00 Maximum life: +49.00 Healing mod.: +13% Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite quartz ring stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Mag Stun/Freeze immunity: +30% Spellpower: +11 (+4 eff.) Rings make your fingers look great! |
stralite ring 'Eluta' stralite ring 'Eluta'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +32 (+8 eff.) Physical power: +11 (+5 eff.) Changes stats: +7 Str / +7 Dex / +7 Cun / +8 Con Changes resistances: +34% light Changes resistances penetration: +15% blight Changes damage: +6% blight / +9% physical / +17% light / +3% arcane Mana when firing critical spell: +2.00 Rings make your fingers look great! |
Duriredehad the steel dagger (14-18 power, 6 apr) Duriredehad the steel dagger (14-18 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Physical power: +6 (+3 eff.) Changes resistances: +3% lightning / +2% physical / +3% acid Mental save: +6 (+2 eff.) Sharp, short and deadly. |
Rimefoe (12-15 power, 6 apr) Rimefoe (12-15 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 21 * Create an explosion dealing 69 lightning damage (1/turn) On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +8 blight Damage (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +9% lightning Changes damage: +5% lightning / +6% cold / +9% mind Disease immunity: +10% Sharp, short and deadly. |
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% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery 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 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 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. |
truestriking stralite dagger of shearing (30-38 power, 9 apr) truestriking stralite dagger of shearing (30-38 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +7% physical / +8% all Sharp, short and deadly. |
Delagabar the rough leather belt Delagabar the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +3 Con Changes resistances: +6% blight / +3% mind Changes resistances penetration: +15% mind Infravision radius: +3 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Velemina (1 def, 0 armour) Velemina (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Mag / +1 Wil Changes resistances: +3% physical Changes damage: +9% temporal Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shinebearer the pair of rough leather boots (15 def, 1 armour) Shinebearer the pair of rough leather boots (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Armour: +1 Defense: +15 (+3 eff.) Changes resistances: +3% light Only die when reaching: -20.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Festerquake the pair of hardened leather boots (15 def, 19 armour) Festerquake the pair of hardened leather boots (15 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +19 Defense: +15 (+3 eff.) Changes stats: +8 Lck / +5 Dex Changes resistances: +9% nature Stealth bonus: +8 Stamina each turn: +2.00 A pair of boots made of leather. |
Duredokor the Nimbusrot (15 def, 1 armour) Duredokor the Nimbusrot (15 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +15 (+3 eff.) Damage (Melee): 6 nature Changes stats: +1 Dex Changes resistances: +6% nature / +3% lightning Changes resistances penetration: +15% lightning Changes damage: +4% nature Only die when reaching: -20.00 life When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron helm of the depths (0 def, 3 armour) =depths= iron helm of the depths (0 def, 3 armour) =depths=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +8% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 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. |
8 spinel 8 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
8 citrine 8 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. |
12 zircon 12 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
4 topaz 4 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
398 alchemist agate 398 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
soldier's dwarven-steel pickaxe (dig speed 16 turns) soldier's dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 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 8 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. |
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. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
Layomira the Sootguile [power 2] (3/15 cooldown) Layomira the Sootguile [power 2] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% * 20% chance to reduce all saves and defense by 22 Changes stats: +2 Mag Light radius: +3 Infravision radius: +1 See invisible: +6 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Chysarain the stralite torque of mindblast [power 325] (3/9 cooldown) Chysarain the stralite torque of mindblast [power 325] (3/9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +9% fire / +18% cold / +3% temporal Spell save: +9 (+5 eff.) It can be used to blast the opponent's mind dealing 351 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 23% for 2 turns. * Heal for 50. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of gale force [power 285] (3/9 cooldown) cleansing stralite torque of gale force [power 285] (3/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 311 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Elussra the Ashsteel [power 105] (3/15 cooldown) Elussra the Ashsteel [power 105] (3/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +12% fire Changes damage: +3% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 215 Base Damage: 105 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 254] (3/9 cooldown) cleansing yew totem of stinging [power 254] (3/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 295 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 230] (3/9 cooldown) yew totem of healing [power 230] (3/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Cinderminister the elm wand of lightning storm [power 110] (3/9 cooldown) Cinderminister the elm wand of lightning storm [power 110] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances penetration: +25% mind Changes damage: +12% fire Infravision radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xura [power 12] (3/9 cooldown) Xura [power 12] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +25% temporal Changes damage: +9% blight / +9% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you, dispelling darkness (radius 12, power 57 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Starwilter' [power 200] (3/9 cooldown) yew wand of conjuration 'Starwilter' [power 200] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% temporal Changes damage: +6% light Light radius: +3 It can be used to fire a magical bolt dealing 200 cold damage Activation puts all charms on cooldown for 9 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of shielding [power 548] (3/17 cooldown) overpowered elven-wood wand of shielding [power 548] (3/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 548 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
By Yackity Snacks the Cornac Shadowblade level 29
8th Allure 123rd year of Ascendancy at 04:13 see stats
By Yackity Snacks the Cornac Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 21:31 see stats
By Yackity Snacks the Cornac Shadowblade level 33
6th Pyre 123rd year of Ascendancy at 11:54 see stats
By Yackity Snacks the Cornac Shadowblade level 11
67th Dusk 122nd year of Ascendancy at 11:40 see stats
By Yackity Snacks the Cornac Shadowblade level 23
2nd Decay 122nd year of Ascendancy at 23:00 see stats
By Yackity Snacks the Cornac Shadowblade level 26
6th Decay 122nd year of Ascendancy at 15:15 see stats
By Yackity Snacks the Cornac Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 20:17 see stats
By Yackity Snacks the Cornac Shadowblade level 10
3rd Mirth 122nd year of Ascendancy at 07:35 see stats
By Yackity Snacks the Cornac Shadowblade level 20
34th Haze 122nd year of Ascendancy at 13:52 see stats
By Yackity Snacks the Cornac Shadowblade level 30
10th Allure 123rd year of Ascendancy at 09:29 see stats
By Yackity Snacks the Cornac Shadowblade level 27
8th Decay 122nd year of Ascendancy at 00:55 see stats
By Yackity Snacks the Cornac Shadowblade level 15
9th Haze 122nd year of Ascendancy at 10:48 see stats
By Yackity Snacks the Cornac Shadowblade level 11
5th Mirth 122nd year of Ascendancy at 04:04 see stats
By Yackity Snacks the Cornac Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 21:31 see stats
By Yackity Snacks the Cornac Shadowblade level 16
16th Haze 122nd year of Ascendancy at 12:44 see stats
By Yackity Snacks the Cornac Shadowblade level 28
5th Allure 123rd year of Ascendancy at 01:08 see stats
By Yackity Snacks the Cornac Shadowblade level 30
54th Regrowth 123rd year of Ascendancy at 13:41 see stats
By Yackity Snacks the Cornac Shadowblade level 27
3rd Allure 123rd year of Ascendancy at 11:16 see stats
By Yackity Snacks the Cornac Shadowblade level 18
27th Haze 122nd year of Ascendancy at 23:58 see stats
Log
Degenerated skeleton warrior regains their energy.
Degenerated skeleton warrior misses Yackity Snacks.
Skeleton archer shoots!
Acid Splash from Yackity Snacks hits Degenerated skeleton warrior for 8 acid damage.
Skeleton archer's Shoot misses Yackity Snacks.
Yackity Snacks uses Infusion: Wild.
Yackity Snacks lessens the pain.
Yackity Snacks uses Infusion: Heroism.
Glitta the poison ooze uses Flurry.
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Yackity Snacks's Rune: Blink is disrupted by his wounds!
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Yackity Snacks is pinned to the ground.
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Glitta the poison ooze performs a melee critical strike against Yackity Snacks!
Yackity Snacks reacts to an attack from Glitta the poison ooze, mitigating the blow!.
Bleeding from Glitta the poison ooze hits Yackity Snacks for 336 physical damage.
Deadly Poison from Glitta the poison ooze hits Yackity Snacks for 69 nature damage.
Glitta the poison ooze hits Yackity Snacks for (109 reacted , -5 stam), 160 physical, (73 reacted , -5 stam), 113 physical, 24 fire, (88 reacted , -5 stam), 136 physical, (75 reacted , -5 stam), 116 physical, 24 fire, (101 reacted , -5 stam), 157 physical, (86 reacted , -5 stam), 133 physical, 24 fire (884 total damage).
Flame turret uses Flamethrower.
Flame turret hits Yackity Snacks for 69 fire damage.
Yackity Snacks the level 34 cornac shadowblade was roasted to death by a flame turret on level 4 of Dreadfell.