








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 34 / 78% |
| Size | small |
| Lifes / Deaths | Killed by Yvobeth the ghoul at level 34 on the 22nd Dusk 123rd year of Ascendancy at 17:19 / 2Killed by Zuburiatira the skeleton archer at level 34 on the 23rd Dusk 123rd year of Ascendancy at 16:02 |
Primary Stats
| Strength | 40 (base 17) |
| Dexterity | 30 (base 11) |
| Constitution | 36 (base 16) |
| Magic | 21 (base 10) |
| Willpower | 89 (base 60) |
| Cunning | 90 (base 60) |
Resources
| Life | -242/569 |
| Positive | 129/149 |
| Equilibrium | 0 |
| Psi | 22/238 |
| Healing Factor | 1.5379202340233 |
| Regeneration | 21.915363334832 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999981% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 43.03326605996 |
| See Invisible | 43.03326605996 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 44 |
| Crit Chance | 58% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Light | +8% |
| Nature | +17% |
| Blight | +16% |
| Darkness | +8% |
| Mind | +56% |
| All | +2% |
Offense: Damage Penetration
| Acid | +35% |
| Light | +50% |
| Nature | +45% |
| Mind | +45% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 30 (65.65183292883%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Cold | + 14%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 16%( 70%) |
| Nature | + 47%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 11%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Teleport Resistance | 20% |
| Confusion Resistance | 65% |
| Instadeath Resistance | 100% |
| Stun Resistance | 80% |
| Poison Resistance | 22% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 689% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 5 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Islevea the stone troll. Escort: temporal explorer (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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: 101. | 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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed ice wyrm tooth. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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
| Psionic focus | Isytta the dwarven-steel greatsword (172% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 12 On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +9 Physical crit. chance: +19.0% Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes stats: +2 Mag / +2 Cun / +1 Con Critical mult.: +27.00% Massive two-handed swords. |
| Light source | brass lantern 'Ce'Nyta'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +15 (+5 eff.) Maximum life: +41.00 Light radius: +6 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Singezeal' (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+6 eff.) Fatigue: +3% Changes stats: +5 Str Changes resistances: +1% physical Changes resistances penetration: +10% fire Stun/Freeze immunity: +20% Life regen: +4.00 Healing mod.: +20% A cap made of leather. |
| On feet | Islutta (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% Changes stats: +3 Str / +2 Cun / +3 Con Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +5% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | ash wand of shielding 'Healcast' [power 206] (16/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 10 light Changes resistances penetration: +5% light / +10% nature Changes damage: +21% mind It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 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. |
| On fingers | stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +76.00 Healing mod.: +14% Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +6 Str / +6 Con Changes resistances: +10% nature / +23% blight Changes resistances penetration: +20% mind Changes damage: +14% blight / +6% darkness / +9% mind Poison immunity: +22% Disease immunity: +16% Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around neck | Anendur the SulfurbraceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +8 Wil Changes resistances penetration: +10% nature Changes damage: +9% mind Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Maximum psi: +50.00 Amulets make your neck look great! |
| In main hand | enhanced stralite greatmaul of massacre (187% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +12 Dex / +7 Mag / +6 Wil / +9 Cun / +10 Con Massive two-handed mauls. |
| On hands | Glowvault (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Damage when hit (Melee): 10 light Changes stats: +4 Dex Changes resistances: +6% light Changes resistances penetration: +10% acid Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | hardened leather belt 'Grinakalthogorn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +20 (+6 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +3% cold Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Disarm immunity: +20% Confusion immunity: +10% Teleport immunity: +20% Mental crit. chance: +8% A belt that goes around your waist. |
| Cloak | linen cloak 'Splendourshear' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Cun / +2 Mag Changes resistances penetration: +20% light Changes damage: +6% light Stamina each turn: +2.00 Only die when reaching: -60.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 239; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 230; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -585; dur 7; cd 33)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: 33 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 -585 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 1170 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -658; dur 7; cd 32)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: 32 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 -658 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 1316 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 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. |
heroism infusion of the titan (die at -466; dur 8; 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 8 turns. While Heroism is active, you will only die when reaching -466 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 932 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 579%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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. 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 psychic (speed 757%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 549; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 549 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 530; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 132; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 132.21 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 232; dur 4; 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 direct a cone of chilling stormwind doing 231.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 15; cd 10) 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: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 6; phase 25; cd 12)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: 12 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 112; cd 15)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: 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 112 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. |
shielding rune of the psychic (absorb 372; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 506; dur 4; cd 15)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: 15 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 506 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 43; blocks 4; dur 4; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 4 times. 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. |
stormshield rune of the duelist (threshold 21; blocks 4; dur 4; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 4 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Adadhenor the ShadowtaintInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +13% fire / +10% cold Changes damage: +9% lightning / +6% darkness Reduces incoming crit damage: 5.00% Amulets make your neck look great! |
CharusherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +3% cold Changes resistances penetration: +10% mind / +25% fire Changes damage: +9% mind Stun/Freeze immunity: +23% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.grounding steel amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +27% Amulets make your neck look great! |
starlit gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +19% light / +10% darkness Blindness immunity: +29% Amulets make your neck look great! |
Arera the ShiverwingInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Dex Changes resistances: +10% mind Changes resistances penetration: +10% acid Changes damage: +10% mind / +9% cold Rings make your fingers look great! |
BethalaithInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% lightning Mental save: +12 (+4 eff.) Pinning immunity: +20% Life regen: +9.00 Maximum life: +94.00 Mental crit. chance: +5% Healing mod.: +12% Rings make your fingers look great! |
Borurach the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +3 Str / +5 Mag Spell save: +10 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +25 (+13 eff.) See invisible: +15 Rings make your fingers look great! |
Elenukhad the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +25 (+7 eff.) Changes stats: +5 Str / +4 Dex Changes resistances: +3% blight / +6% darkness Mental save: +7 (+2 eff.) Confusion immunity: +28% Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Gath the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +25 (+8 eff.) Changes stats: +2 Cun / +7 Mag Changes resistances: +6% blight Changes resistances penetration: +10% blight Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% Rings make your fingers look great! |
Gilerion the SqualortouchInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +7 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +6 Dex / +6 Cun / +3 Con Changes resistances: +3% nature Changes resistances penetration: +25% light / +5% nature Changes damage: +5% all Physical save: +6 (+3 eff.) Spellpower: +10 (+5 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
Goruthel the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +1 Con Changes resistances: +12% acid / +1% physical Changes damage: +18% arcane / +6% acid Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 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 23% for 5 turns. Rings make your fingers look great! |
Yvutta the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +1 Wil / +3 Cun / +7 Con Changes resistances: +9% acid Rings make your fingers look great! |
copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 11 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
gold ring 'Deepsbliss'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances: +15% acid / +2% physical Changes resistances penetration: +10% physical Changes damage: +6% physical Stun/Freeze immunity: +38% Life regen: +4.00 Stamina each turn: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
savage's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+5 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Maximum stamina: +14.00 Rings make your fingers look great! |
sneakthief's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +5 Dex Life regen: +5.00 Maximum life: +48.00 Healing mod.: +12% Rings make your fingers look great! |
solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
steel ring 'Balarasin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Mag / +7 Wil / +5 Cun Changes resistances: +5% arcane Changes damage: +27% arcane Reduces incoming crit damage: 10.00% Spellpower: +8 (+4 eff.) Infravision radius: +2 Rings make your fingers look great! |
voratun turquoise ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Life regen: +19.00 Maximum life: +49.00 Healing mod.: +18% Rings make your fingers look great! |
warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
wizard's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +27% Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
quick stralite battleaxe of shearing (163% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +36 (+12 eff.) Armour penetration: +13 Changes stats: +3 Dex Changes resistances penetration: +12% all Combat speed: +10% Massive two-handed battleaxes. |
voratun battleaxe 'Frozenbiter' (201% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 202% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +30 (+9 eff.) Changes resistances: +6% cold / +12% fire Massive two-handed battleaxes. |
Demonhunger the stralite dagger (146% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +10 Con / +11 Wil Changes resistances: +6% physical Changes resistances penetration: +10% fire Maximum life: +78.00 Sharp, short and deadly. |
Shantiz the Stormblade (127% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 127% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Colaryem (169% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 169% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level.Dourswift (167% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 168% Range: 1.6x 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +19 nature / +8 acid Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +19 (+7 eff.) Physical crit. chance: +19.0% Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +5 Str Changes damage: +15% acid / +13% physical Massive two-handed swords. |
Hellstrail (194% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 195% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes resistances penetration: +15% mind / +15% fire Changes damage: +12% fire Mental save: +3 (+1 eff.) Maximum hate: +2.00 Mindpower: +20 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stormbringer's dwarven-steel greatsword of massacre (172% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 lightning / +14 cold When wielded/worn: Changes resistances penetration: +7% lightning / +12% cold Movement speed: +45% Massive two-handed swords. |
warbringer's stralite greatsword of rage (171% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x 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% When wielded/worn: Accuracy: +13 (+5 eff.) Physical power: +13 (+5 eff.) Changes stats: +7 Str / +5 Con Changes resistances penetration: +14% physical Changes damage: +16% physical Disarm immunity: +41% Massive two-handed swords. |
Emogama the OakblowRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +4 acid When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +3 Str / +19 Wil / +17 Con Changes resistances: +6% nature Maximum life: +61.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes resistances penetration: +12% physical Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (160% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 41 temporal damage and slows enemies in radius 6 of the target by 51% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 9 power out of 10/10) : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level.Mudufang Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances: +12% lightning / +6% light Changes damage: +12% acid / +6% blight Confusion immunity: +20% Stun/Freeze immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Shadowire'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce damage dealt by 29% Travel speed: +200% When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +11 Str / +6 Dex / +7 Mag / +5 Wil / +5 Cun / +12 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 128 life over 5 turns Activation puts all charms on cooldown for 17 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.enhanced steel waraxe of crippling (123% power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +7 Wil / +5 Cun / +7 Con One-handed war axes. |
Polibrenor the MoldwinterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances penetration: +20% nature Critical mult.: +21.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mindpower: +30 (+7 eff.) A belt that goes around your waist. |
Oakbreacher (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +1 Cun / +2 Wil Changes resistances: +5% arcane Changes damage: +6% nature Maximum life: +33.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adygamina' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +2 Wil / +2 Con Changes resistances penetration: +15% temporal Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mindpower: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Flashidol' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Mag / +8 Wil Changes resistances: +8% lightning / +8% cold / +9% nature / +11% all Changes resistances penetration: +15% light Changes damage: +13% lightning / +14% physical / +15% light / +17% cold Critical mult.: +10.00% Mindpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargehacker the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +2 Cun / +3 Con Changes resistances: +6% lightning Changes damage: +15% mind Light radius: +3 Infravision radius: +3 See invisible: +15 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunthorn (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +3 Cun / +6 Con Changes resistances: +5% fire / +9% cold Changes damage: +9% light Critical mult.: +5.00% Physical save: +15 (+7 eff.) Mental save: +12 (+4 eff.) Spellpower: +5 (+3 eff.) Mindpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urilasin (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% light / +6% mind Reduces incoming crit damage: 15.00% Life regen: +1.00 Only die when reaching: -20.00 life Maximum life: +20.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +6 Wil / +2 Cun Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porolaith (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): 10 arcane / 7 light Changes stats: +9 Mag / +9 Wil Changes resistances: +8% arcane / +7% light Changes damage: +7% arcane / +5% light Spellpower: +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +11 (+4 eff.) Disarm immunity: +23% Maximum life: +56.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinurialle the linen wizard hat (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +1 Wil Changes resistances: +3% fire / +16% cold Changes damage: +11% cold Only die when reaching: -40.00 life Maximum life: +20.00 Mindpower: +15 (+3 eff.) A pointy cloth hat, very wizardly... |
Poruressra (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 physical Changes stats: +4 Str / +10 Dex / +5 Cun / +4 Con Changes resistances: +7% fire / +8% cold Stamina when hit: +1.00 Equilibrium when hit: +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragosarath the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +20% lightning / +8% temporal Poison immunity: +20% Pinning immunity: +10% Teleport immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.0 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.86 mind and 19.98 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 7.02 mind and 4.86 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 11.37 mind and 7.87 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
dwarven-steel helm 'Elikira' (25 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+9 eff.) Armour: +4 Defense: +25 (+7 eff.) Fatigue: +4% Changes resistances: +8% fire / +13% cold Changes resistances penetration: +10% physical Changes damage: +6% physical Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of acid resistance (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +21% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +38.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.self-loading quiver of elven-wood arrows of crippling (20/20, 161% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 161% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
349 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 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. |
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. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(142 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Polabeth'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+5 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +9% blight / +8% darkness Blindness immunity: +28% Confusion immunity: +12% Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +12 Infravision radius: +4 See stealth: +13 See invisible: +20 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 35 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +8% darkness Spellpower: +5 (+3 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +5 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Merach'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% temporal / +9% fire Critical mult.: +5.00% Only die when reaching: -20.00 life Maximum life: +45.00 Maximum stamina: +10.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +5% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Spellpower: +6 (+3 eff.) Light radius: +5 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 79.09 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)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 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.ash totem of healing [power 212] (16/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Dagorig' [power 31] (16/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Cun / +3 Con Changes damage: +6% mind Mental save: +12 (+4 eff.) Light radius: +3 Infravision radius: +2 See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Striketrail' [power 266] (16/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +21% lightning / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +9% acid It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Xera [power 110] (16/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances penetration: +15% acid Critical mult.: +20.00% Stamina each turn: +2.00 It can be used to fire a magical bolt dealing 112 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
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. |
4 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. |
4 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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Furry Slayer Girl the Yeek Mindslayer level 24
60th Regrowth 123rd year of Ascendancy at 08:28 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Furry Slayer Girl the Yeek Mindslayer level 26
9th Pyre 123rd year of Ascendancy at 14:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Furry Slayer Girl the Yeek Mindslayer level 12
23rd Haze 122nd year of Ascendancy at 19:04 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Furry Slayer Girl the Yeek Mindslayer level 29
56th Pyre 123rd year of Ascendancy at 17:23 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Furry Slayer Girl the Yeek Mindslayer level 30
67th Pyre 123rd year of Ascendancy at 20:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Furry Slayer Girl the Yeek Mindslayer level 25
7th Pyre 123rd year of Ascendancy at 19:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Furry Slayer Girl the Yeek Mindslayer level 33
78th Pyre 123rd year of Ascendancy at 17:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Furry Slayer Girl the Yeek Mindslayer level 10
35th Dusk 122nd year of Ascendancy at 19:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Furry Slayer Girl the Yeek Mindslayer level 20
68th Haze 122nd year of Ascendancy at 08:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Furry Slayer Girl the Yeek Mindslayer level 30
66th Pyre 123rd year of Ascendancy at 01:30 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Furry Slayer Girl the Yeek Mindslayer level 21
40th Regrowth 123rd year of Ascendancy at 23:47 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Furry Slayer Girl the Yeek Mindslayer level 22
41st Regrowth 123rd year of Ascendancy at 09:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Furry Slayer Girl the Yeek Mindslayer level 27
22nd Pyre 123rd year of Ascendancy at 18:18 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Furry Slayer Girl the Yeek Mindslayer level 8
33rd Dusk 122nd year of Ascendancy at 06:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Furry Slayer Girl the Yeek Mindslayer level 12
42nd Dusk 122nd year of Ascendancy at 21:11 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Furry Slayer Girl the Yeek Mindslayer level 33
6th Mirth 123rd year of Ascendancy at 05:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Furry Slayer Girl the Yeek Mindslayer level 12
44th Dusk 122nd year of Ascendancy at 03:45 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Furry Slayer Girl the Yeek Mindslayer level 33
5th Mirth 123rd year of Ascendancy at 18:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Furry Slayer Girl the Yeek Mindslayer level 27
22nd Pyre 123rd year of Ascendancy at 03:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Furry Slayer Girl the Yeek Mindslayer level 19
66th Haze 122nd year of Ascendancy at 20:34 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Furry Slayer Girl the Yeek Mindslayer level 34
22nd Dusk 123rd year of Ascendancy at 17:19 see stats
Log
The shield around yeek mindslayer crumbles.
The Spellblaze ripples through yeek mindslayer!
Yeek mindslayer's Beyond the Flesh hits Zuburiatira the skeleton archer for (41 blocked), 0 physical, (11 blocked), 0 nature, (12 blocked), 0 lightning (0 total damage).
Only Ashes Left from Zuburiatira the skeleton archer hits Yeek mindslayer for 37 darkness damage.
Only Ashes Left from Zuburiatira the skeleton archer hits Yeek mindslayer for (28 absorbed), 9 darkness (9 total damage).
Yeek mindslayer's Beyond the Flesh hits Zuburiatira the skeleton archer for (19 blocked), 0 physical, (18 blocked), 0 physical, (13 blocked), 0 lightning (0 total damage).
Lava floor burns Furry Slayer Girl!
Zuburiatira the skeleton archer hits Furry Slayer Girl for (62 absorbed), 0 fire (0 total damage).
Furry Slayer Girl uses Impale.
Lava floor burns Yeek mindslayer!
Yeek mindslayer performs a melee critical strike against Zuburiatira the skeleton archer!
Yeek mindslayer loses sight!
Furry Slayer Girl loses sight!
Something burns Something!
Yeek mindslayer hits Zuburiatira the skeleton archer for (16 blocked), 0 physical, (18 blocked), 0 physical, (13 blocked), 0 lightning, (8 blocked), 0 physical, (7 blocked), 0 nature, (12 blocked), 0 lightning, (22 blocked), 0 cold, (18 blocked), 0 physical, (13 blocked), 0 lightning (0 total damage).
Something hits Something for 132 fire damage.
Zuburiatira the skeleton archer hits Yeek mindslayer for 83 fire damage.
Furry Slayer Girl hits Zuburiatira the skeleton archer for (79 blocked), 144 physical, (15 blocked), 0 physical, (11 blocked), 0 lightning (144 total damage).
Something performs a melee critical strike against Furry Slayer Girl!
Furry Slayer Girl reacts immediately after taking severe wounds!
Your shield crumbles under the damage!
The shield around Furry Slayer Girl crumbles.
Furry Slayer Girl burns with dark flames.
Furry Slayer Girl is weakened by the darkness!
Something performs a melee critical strike against Furry Slayer Girl!
Something burns Furry Slayer Girl!
Something hits Furry Slayer Girl for (72 to psi shield), (51 absorbed), 381 blight, (72 to psi shield), 93 physical, 69 fire (543 total damage).
Furry Slayer Girl the level 34 yeek mindslayer was burnt to death by Zuburiatira the skeleton archer on level 1 of Fearscape.
You are brought back from the Fearscape!


































































































































