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 | Doombringer |
Level / Exp | 33 / 46% |
Size | medium |
Lifes / Deaths | Killed by abyssal horror at level 33 on the 35th Pyre 123rd year of Ascendancy at 15:41 / 1 |
Primary Stats
Strength | 66 (base 60) |
Dexterity | 20 (base 15) |
Constitution | 24 (base 12) |
Magic | 65 (base 60) |
Willpower | 14 (base 10) |
Cunning | 27 (base 14) |
Resources
Life | -207/992 |
Mana | 99/312 |
Stamina | 206/206 |
Vim | 0/268 |
Healing Factor | 1.4772674059367 |
Regeneration | 50.153228431551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 142 |
Accuracy | 52 |
Crit Chance | 24% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Blight | +5% |
Mind | +12% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +65% |
Nature | +55% |
Mind | +35% |
Physical | +45% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 7 (38.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 11 |
Defense: Resistances
Blight | + 42%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 29%( 70%) |
All | + 17%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 17%( 70%) |
Light | + 22%( 70%) |
Temporal | + 44%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 22%( 70%) |
Fire | + 22%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Instadeath Resistance | 100% |
Disarm Resistance | 42% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 226.00 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 121 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 Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Voruldalaith the fearful symmetry. Escort: lone alchemist (level 2 of Old Forest) | failed |
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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * You've found the needed green worm. Marus of Elvala has completed an elixir of mysticism without your aid. Marus 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 minotaur nose. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. 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 sandworm tooth. * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within7 lumberjacks have died. | 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 | pair of rough leather boots 'Poladatha' (0 def, 1 armour) =10 oop= pair of rough leather boots 'Poladatha' (0 def, 1 armour) =10 oop=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +1 Str Changes resistances: +6% lightning / +6% temporal / +9% cold Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Camasus the Flashvalor Camasus the FlashvalorCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% mind / +4% physical Changes resistances penetration: +20% physical / +15% fire Changes damage: +12% mind Stamina each turn: +2.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Nular the hardened leather cap (30 def, 3 armour) Nular the hardened leather cap (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+7 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Con Changes resistances: +15% temporal Only die when reaching: -40.00 life Maximum life: +40.00 A cap made of leather. |
Tool | piercing steel torque of clear mind [power 2] (24/25 cooldown) piercing steel torque of clear mind [power 2] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 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 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold quartz ring gold quartz ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 20 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 13 physical Damage when hit (Melee): 4 nature Changes stats: +4 Cun Changes resistances: +6% nature / +6% fire Changes resistances penetration: +15% nature / +25% fire Stun/Freeze immunity: +56% Life regen: +18.00 Hate when firing a critical mind attack: +2.00 Maximum life: +54.00 Maximum hate: +9.00 Healing mod.: +12% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | copper ring of life copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +42.00 Healing mod.: +11% Rings make your fingers look great! |
Around waist | rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | Poluldalewe the stralite greatsword (63-101 power, 3 apr) Poluldalewe the stralite greatsword (63-101 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 darkness / +4 arcane Damage against: +16% Living When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +16 (+4 eff.) Damage when hit (Melee): 6 mind Changes resistances penetration: +10% mind Disarm immunity: +42% Equilibrium when hit: +0.08 Maximum hate: +4.00 Mindpower: +10 (+5 eff.) Massive two-handed swords. |
On hands | Sleetbreacher the drakeskin leather gloves (0 def, 3 armour) Sleetbreacher the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +17 (+5 eff.) Armour: +3 Effects on melee hit: * 21% chance to reduce all saves and defense by 20 Damage (Melee): 11 blight / 31 mind / 24 darkness Damage when hit (Melee): 6 light Changes stats: +3 Str Changes resistances: +9% blight / +6% cold / +6% light Changes resistances penetration: +15% cold Changes damage: +5% blight / +3% cold Mental save: -10 (-10 eff.) Mindpower: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 35.0 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +5 blight It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | focusing silk robe of life (0 def, 0 armour) focusing 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 stats: +5 Mag / +4 Wil Changes resistances: +12% blight / +13% all Life regen: +2.70 Mana each turn: +0.21 Psi each turn: +0.17 Maximum life: +40.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | enveloping cashmere cloak of implacability (8 def, 0 armour) enveloping cashmere cloak of implacability (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +11 (+5 eff.) Mental save: +7 (+7 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ragugar the Healquench Ragugar the HealquenchCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +3% blight / +12% temporal / +5% arcane Changes resistances penetration: +15% nature Changes damage: +15% nature Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -540; dur 7; cd 26) heroism infusion of the warrior (die at -540; dur 7; cd 26)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: 26 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 -540 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 1080 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 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. |
movement infusion of the sneak (speed 759%; cd 8) movement infusion of the sneak (speed 759%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 759% 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. |
blink rune of the wizard (range 6; phase 20; cd 13) blink rune of the wizard (range 6; phase 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 82; cd 20) shatter afflictions rune of the sneak (absorb 82; cd 20)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: 20 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 82 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. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 111; cd 18) shatter afflictions rune of the wizard (absorb 111; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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. 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. Press to compare to your current inscriptions |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
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 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Fulirin the copper ring =3 str= Fulirin the copper ring =3 str=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +3 Str / +1 Mag / +2 Cun / +1 Con Mental save: +6 (+6 eff.) Confusion immunity: +21% Rings make your fingers look great! |
warrior's copper ring =3 str= warrior's copper ring =3 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
steel ring 'Barkfist' steel ring 'Barkfist'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +6% light Changes resistances penetration: +10% nature Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+8 eff.) Rings make your fingers look great! |
steel ring 'Yvema' steel ring 'Yvema'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun / +4 Wil Critical mult.: +20.00% Maximum encumbrance: +25 Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Xanawe the gold ringXanawe the gold ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% nature Mental save: +8 (+8 eff.) Blindness immunity: +20% Cut immunity: +20% Confusion immunity: +33% Life regen: +4.00 Maximum life: +100.00 Mindpower: +30 (+13 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
savage's stralite ring of arcana (+0.22/turn) savage's stralite ring of arcana (+0.22/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +11 (+6 eff.) Silence immunity: +28% Mana each turn: +0.22 Maximum stamina: +25.00 Rings make your fingers look great! |
Frozenvice FrozenviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Mag / +7 Cun Changes resistances: +21% cold Changes damage: +12% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. ash starstaff 'Aerurianne' (15-18 power, 3 apr, light element)ash starstaff 'Aerurianne' (15-18 power, 3 apr, light element) Requires: - Magic 16 Crafted by a master 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: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +12% fire / +6% mind / +2% physical Changes resistances penetration: +25% mind Changes damage: +15% light / +12% mind Talent granted: +1 Command Staff Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Lisabrethra (57-86 power, 6 apr) =stats= Lisabrethra (57-86 power, 6 apr) =stats=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +21.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +21 Str / +16 Dex / +12 Mag / +16 Wil / +9 Cun / +17 Con Changes resistances: +2% physical Massive two-handed battleaxes. |
Tirakai's Maul (56-73 power, 12 apr) Tirakai's Maul (56-73 power, 12 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% Damage (radius 2) on crit: +48 blinding light When wielded/worn: Physical crit. chance: +4.0% Changes stats: +8 Dex / +8 Cun / +8 Mag Changes damage: +16% light / +8% all Spell crit. chance: +4% Mental crit. chance: +4% Amber: Light It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Zubonor the voratun greatmaul (69-104 power, 4 apr) Zubonor the voratun greatmaul (69-104 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 cold Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical crit. chance: +1.0% Damage when hit (Melee): 6 blight Changes resistances penetration: +12% physical Only die when reaching: -40.00 life Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr) Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Sepsiswar' (24-34 power, 4 apr)dwarven-steel mace 'Sepsiswar' (24-34 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 cold When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +6% lightning / +2% physical / +12% nature Changes damage: +6% darkness Spell save: +12 (+6 eff.) Maximum life: +100.00 Blunt and deadly. |
dreamer's silk robe of alchemy (0 def, 0 armour) dreamer's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +15% acid / +14% physical / +14% darkness / +12% fire / +11% cold / +14% mind / +13% all Changes damage: +17% acid / +5% physical / +17% fire / +13% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +27 (+18 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Moldzeal (0 def, 11 armour)Moldzeal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 6 nature Changes stats: +7 Wil Changes resistances: +19% blight / +19% darkness Changes resistances penetration: +15% blight Changes damage: +24% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Light radius: +1 A suit of armour made of metal plates. |
Galetir the rough leather belt Galetir the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +5 Mag / +2 Wil / +1 Cun Changes damage: +3% mind Stealth bonus: +6 A belt that goes around your waist. |
Abyssnight AbyssnightInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +7% acid / +14% fire / +7% lightning / +7% cold Changes resistances penetration: +20% acid / +15% fire Changes damage: +12% fire Spell save: +10 (+5 eff.) Mental crit. chance: +8% Size category: +1 A belt that goes around your waist. |
Shadevault ShadevaultInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +1 Dex / +2 Wil Changes resistances: +20% nature / +6% blight Mental save: +8 (+8 eff.) Maximum life: +66.00 Light radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of the Shaloren (2 def, 0 armour)cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armysta (0 def, 3 armour) Armysta (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +3% temporal / +3% acid Maximum encumbrance: +24 Physical save: +7 (+3 eff.) Maximum life: +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazewyrd (0 def, 4 armour) Blazewyrd (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +5 Mag Changes resistances: +9% darkness Changes resistances penetration: +5% darkness / +15% light Changes damage: +7% acid / +6% light / +7% blight Disease immunity: +26% Stamina each turn: +0.30 Maximum life: +44.00 Spellpower: +13 (+4 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Chalurab' (0 def, 2 armour) =10 oop= dwarven-steel gauntlets 'Chalurab' (0 def, 2 armour) =10 oop=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 arcane / 11 light Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +7 Mag / +5 Wil Changes resistances: +4% arcane / +7% light Changes resistances penetration: +5% temporal Changes damage: +4% arcane / +5% light Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Borulach the Heatreign (32 def, 0 armour)Borulach the Heatreign (32 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +32 (+8 eff.) Changes resistances: +3% mind / +9% fire Changes damage: +6% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Pinning immunity: +20% Equilibrium when hit: +1.50 Psi when hit: +1.60 Hate when hit: +1.80 A pointy cloth hat, very wizardly... |
Gariwyn the iron helm (0 def, 3 armour) =depths= Gariwyn the iron helm (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 stats: +2 Str / +2 Wil / +4 Cun / +5 Con Changes resistances: +3% acid / +7% 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. |
7 agate 7 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 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
7 citrine 7 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. |
8 zircon 8 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. |
10 aquamarine 10 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. |
7 opal 7 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. |
9 topaz 9 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 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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. |
7 onyx 7 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. |
lapis lazuli 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 (+6 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+8 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+8 eff.) Latent Damage Type: Lightning 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
285 alchemist agate 285 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. |
Mardoyon MardoyonInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +12% cold Changes damage: +9% mind Silence immunity: +10% Only die when reaching: -20.00 life Maximum life: +42.00 Light radius: +3 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 120.87 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
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. |
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 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. |
Belaretira [power 100] (24/15 cooldown) Belaretira [power 100] (24/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% acid Spell save: +3 (+2 eff.) Cut immunity: +10% Maximum life: +20.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage 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. |
Flowerknave the iron torque of psionic shield [power 23] (24/25 cooldown) Flowerknave the iron torque of psionic shield [power 23] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Changes resistances penetration: +15% nature / +10% fire Changes damage: +3% fire It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of mindblast [power 225] (24/15 cooldown) cleansing dwarven-steel torque of mindblast [power 225] (24/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Dayweeper [power 210] (24/25 cooldown) Dayweeper [power 210] (24/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% light Changes damage: +12% light Light radius: +2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 504 Base Damage: 245 Armor: 9 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 41. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Frostsaw [power 284] (24/15 cooldown) Frostsaw [power 284] (24/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances penetration: +25% cold Changes damage: +9% cold It can be used to sting an enemy dealing 327 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 15% for 2 turns. * Heal for 59. Natural totems are made by powerful wilders to store nature power. |
Prismstreak the yew totem of healing [power 272] (24/15 cooldown) Prismstreak the yew totem of healing [power 272] (24/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Changes stats: +2 Wil Changes resistances penetration: +15% light Stamina each turn: +2.00 Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Salaranor the Blazerend [power 116] (24/20 cooldown) Salaranor the Blazerend [power 116] (24/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Changes resistances penetration: +5% blight / +5% arcane Changes damage: +12% blight / +12% light / +3% arcane It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glorarelle the ash wand of clairvoyance [power 10] (24/15 cooldown) Glorarelle the ash wand of clairvoyance [power 10] (24/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +9% darkness Disease immunity: +20% Life regen: +4.00 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silysenn [power 194] (24/15 cooldown) Silysenn [power 194] (24/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +6% mind Changes resistances penetration: +25% acid Stamina each turn: +3.00 Only die when reaching: -80.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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 Birdseed the Cornac Doombringer level 32
27th Pyre 123rd year of Ascendancy at 10:17 see stats
By Birdseed the Cornac Doombringer level 10
1st Dusk 122nd year of Ascendancy at 03:40 see stats
By Birdseed the Cornac Doombringer level 23
23rd Regrowth 123rd year of Ascendancy at 21:26 see stats
By Birdseed the Cornac Doombringer level 15
34th Haze 122nd year of Ascendancy at 16:50 see stats
By Birdseed the Cornac Doombringer level 6
79th Pyre 122nd year of Ascendancy at 07:42 see stats
By Birdseed the Cornac Doombringer level 10
5th Mirth 122nd year of Ascendancy at 06:02 see stats
By Birdseed the Cornac Doombringer level 20
74th Haze 122nd year of Ascendancy at 22:39 see stats
By Birdseed the Cornac Doombringer level 30
66th Regrowth 123rd year of Ascendancy at 02:49 see stats
By Birdseed the Cornac Doombringer level 31
11st Pyre 123rd year of Ascendancy at 19:48 see stats
By Birdseed the Cornac Doombringer level 18
67th Haze 122nd year of Ascendancy at 21:24 see stats
By Birdseed the Cornac Doombringer level 27
40th Regrowth 123rd year of Ascendancy at 22:37 see stats
By Birdseed the Cornac Doombringer level 21
17th Regrowth 123rd year of Ascendancy at 18:43 see stats
By Birdseed the Cornac Doombringer level 10
6th Mirth 122nd year of Ascendancy at 07:34 see stats
By Birdseed the Cornac Doombringer level 10
9th Mirth 122nd year of Ascendancy at 01:01 see stats
By Birdseed the Cornac Doombringer level 24
27th Regrowth 123rd year of Ascendancy at 00:54 see stats
By Birdseed the Cornac Doombringer level 16
35th Haze 122nd year of Ascendancy at 13:21 see stats
Log
Abyssal horror uses Creeping Darkness.
Birdseed casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Abyssal horror's abyssal darkness area effect strikes Birdseed in the darkness (+57% damage).
Abyssal horror's abyssal darkness area effect hits Arathra the swarm hive for (45 blocked), 0 darkness (0 total damage).
Abyssal horror's abyssal darkness area effect hits Birdseed for (34 absorbed), 0 darkness (0 total damage).
Birdseed uses piercing steel torque of clear mind!
Your shield crumbles under the damage!
The shield around Birdseed crumbles.
Abyssal horror is on fire!
Arathra the swarm hive is on fire!
Abyssal horror's creeping dark hits Birdseed for (11 absorbed), 17 darkness (17 total damage).
Abyssal horror's creeping dark hits Arathra the swarm hive for (36 blocked), 0 darkness (0 total damage).
Fiery Aegis from Birdseed hits Abyssal horror for 35 fire damage.
Fiery Aegis from Birdseed hits Arathra the swarm hive for (29 blocked), 0 fire (0 total damage).
Burning from Birdseed hits Abyssal horror for 12 fire damage.
Burning from Birdseed hits Arathra the swarm hive for (10 blocked), 0 fire (0 total damage).
Something hits Abyssal horror for 122 physical damage.
Arathra the swarm hive uses Medic Turret.
Birdseed loses 45 health to the soulburn.
Talent Draining Assault is ready to use.
Birdseed hits Abyssal horror for 26 fire damage.
Birdseed hits Arathra the swarm hive for (11 exoskeleton), 11 fire (11 total damage).
Abyssal horror's abyssal darkness area effect strikes Birdseed in the darkness (+57% damage).
Abyssal horror's abyssal darkness area effect hits Birdseed for 34 darkness damage.
Abyssal horror's abyssal darkness area effect hits Medic turret for 40 darkness damage.
Abyssal horror's abyssal darkness area effect hits Arathra the swarm hive for (22 exoskeleton), 22 darkness (22 total damage).
Birdseed the level 33 cornac doombringer was shadowed to death by an abyssal horror on level 3 of Lake of Nur.