Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Writhing One |
Level / Exp | 22 / 2% |
Size | medium |
Lifes / Deaths | Killed by Salywyn the orc high cryomancer at level 21 on the 48th Haze 122nd year of Ascendancy at 10:58 3 / 2Killed by Urkis, the High Tempest at level 22 on the 71st Haze 122nd year of Ascendancy at 02:45 |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 59 (base 31) |
Constitution | 14 (base 13) |
Magic | 56 (base 51) |
Willpower | 11 (base 10) |
Cunning | 22 (base 17) |
Resources
Life | 655/655 |
Mana | 91/91 |
Insanity | 0/100 |
Healing Factor | 1.1472895330003 |
Regeneration | 10.612428180253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 35.823515768852 |
See Invisible | 62.823515768852 |
Offense: Mainhand
Damage | 57 |
Accuracy | 56 |
Crit Chance | 10% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Darkness | +60% |
Light | +14% |
Temporal | +6% |
Blight | +12% |
Arcane | +15% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Darkness | +5% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.4484143752 (44.574340358689%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 21 |
Mental Save | 17 |
Defense: Resistances
Darkness | + 40%( 70%) |
Light | + 22%( 70%) |
Physical | + 8%( 70%) |
Nature | + 17%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
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 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Premonition |
talent | Chaos Orbs |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 talent Premonition (+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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Adydherin (25 def, 3 armour) Adydherin (25 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Fatigue: -3% Changes resistances: +1% physical Maximum encumbrance: +25 Physical save: +6 (+3 eff.) Silence immunity: +10% Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Noongash' brass lantern 'Noongash'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes damage: +12% blight / +3% cold / +3% light Light radius: +6 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 | Urydorak the linen wizard hat (11 def, 2 armour) Urydorak the linen wizard hat (11 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +11 (+3 eff.) Changes stats: +1 Dex / +1 Mag Changes resistances: +16% light / +9% darkness Changes damage: +11% light Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
Tool | Ce'Numildata the iron pickaxe (dig speed 38 turns) Ce'Numildata the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +5 (+1 eff.) Changes stats: +1 Str / +4 Mag Changes resistances: +11% nature Changes damage: +5% nature Reduces incoming crit damage: 5.00% Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Gilutir the steel ring Gilutir the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances penetration: +5% temporal Changes damage: +9% arcane / +6% temporal Stun/Freeze immunity: +20% Life regen: +9.00 Maximum life: +48.00 Healing mod.: +11% 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! |
Around waist | Chamilavor ChamilavorPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +1 Wil Changes damage: +3% arcane Mental save: +6 (+4 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Infravision radius: +2 A belt that goes around your waist. |
In main hand | Zeremandur the Umbrajeer (136% power, 6 apr, darkness element) Zeremandur the Umbrajeer (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Damage (Melee): 24 fire Changes stats: +1 Con Maximum wards: +3 darkness Changes resistances penetration: +5% darkness Changes damage: +36% darkness Talents granted: +3 Ward +1 Command Staff Critical mult.: +15.00% Spellpower: +22 (+7 eff.) Spell crit. chance: +5% Light radius: +2 See invisible: +27 Staves designed for wielders of magic, by the greats of the art. |
On hands | Frigidpain the dwarven-steel gauntlets (0 def, 2 armour) Frigidpain the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str / +6 Dex / +5 Cun Changes resistances: +9% cold / +9% darkness / +5% arcane Changes resistances penetration: +5% cold Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+5 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Gloomraptor (0 def, 0 armour) Gloomraptor (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +5% arcane / +18% darkness / +7% all Changes damage: +24% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | 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... |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the duelist (absorb 79; cd 15) shatter afflictions rune of the duelist (absorb 79; 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 79 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 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. |
Cracklecrack the gold amulet Cracklecrack the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to reduce all saves and defense by 16 Damage when hit (Melee): 6 lightning Changes resistances: +9% blight / +18% light / +15% darkness Changes damage: +15% blight Blindness immunity: +28% Amulets make your neck look great! |
Phoenixbore the gold amulet Phoenixbore the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +5 Dex Changes resistances: +6% blight / +14% fire / +16% mind / +18% cold Changes damage: +15% fire Confusion immunity: +29% Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
gold amulet 'Boltminister' gold amulet 'Boltminister'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +16% darkness Changes resistances penetration: +5% nature / +5% lightning Changes damage: +6% lightning Critical mult.: +20.00% Blindness immunity: +26% Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Amulets make your neck look great! |
Brodyhell the Blizzardpain Brodyhell the BlizzardpainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Changes stats: +2 Cun / +8 Str Changes resistances: +12% cold Mental save: +6 (+4 eff.) Light radius: +2 See invisible: +9 Rings make your fingers look great! |
Brodyruichik the Cleansewedge Brodyruichik the CleansewedgeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun / +5 Con Changes resistances penetration: +5% nature Physical save: +4 (+2 eff.) Rings make your fingers look great! |
Flashraven the gold ring Flashraven the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning / 8 cold Changes stats: +4 Str Changes resistances penetration: +10% lightning Changes damage: +12% temporal Rings make your fingers look great! |
Porunn the Blazemight Porunn the BlazemightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% lightning / +9% cold Changes resistances penetration: +15% mind Stun/Freeze immunity: +23% Life regen: +3.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Salereda the Glitterwreath Salereda the GlitterwreathInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes damage: +6% mind Mental save: +6 (+4 eff.) Confusion immunity: +20% Light radius: +3 Rings make your fingers look great! |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
rogue's steel ring of fire (+24%) rogue's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
sneakthief's gold ring of fire (+24%) sneakthief's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
plaguebringer's steel dagger of crippling (103% power, 6 apr) plaguebringer's steel dagger of crippling (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 26 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +5.0% Disease immunity: +18% Sharp, short and deadly. |
enhanced steel greatsword (128% power, 2 apr) enhanced steel greatsword (128% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Mag / +6 Wil / +5 Cun / +9 Con Massive two-handed swords. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 22.56 to 67.67 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Stealth bonus: +6 Mental save: +6 (+4 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Dimstake' hardened leather belt 'Dimstake'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +6% lightning / +8% fire / +12% nature / +9% cold Changes resistances penetration: +15% physical Changes damage: +12% darkness Stamina each turn: +1.00 A belt that goes around your waist. |
rough leather belt 'Taintoracle' rough leather belt 'Taintoracle'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% lightning / +6% nature Changes resistances penetration: +10% acid / +10% nature Changes damage: +9% acid / +3% nature Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
linen cloak 'Eilinuldawe' (1 def, 0 armour) linen cloak 'Eilinuldawe' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% acid / +3% light / +6% lightning Teleport immunity: +20% Maximum life: +94.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pitchdream' (1 def, 0 armour) linen cloak 'Pitchdream' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +6% acid / +12% lightning Changes resistances penetration: +10% acid Changes damage: +6% acid / +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Blindkill (0 def, 1 armour) Blindkill (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +3 Mag / +3 Wil Changes resistances: +3% blight / +3% light Changes resistances penetration: +15% acid Changes damage: +12% light Light radius: +1 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Ce'Nabreldavena (0 def, 4 armour) Ce'Nabreldavena (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +5 Con Changes resistances: +15% lightning / +3% temporal / +8% fire / +5% arcane / +6% cold Changes resistances penetration: +6% physical Mindpower: +3 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 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. |
Delirek (0 def, 8 armour) Delirek (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Fatigue: +3% Changes stats: +2 Str / +5 Mag / +2 Wil / +1 Con Changes resistances: +8% fire / +6% cold Mana each turn: +0.21 Maximum mana: +28.00 Spell crit. chance: +2% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gleamravager (0 def, 1 armour) Gleamravager (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 lightning / 10 fire Changes stats: +3 Str / +3 Con Changes resistances: +6% lightning Changes damage: +3% light Light radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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. A pair of boots made of leather. |
Halyrand (0 def, 1 armour) Halyrand (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +4 Dex Changes resistances: +6% fire / +5% cold Changes resistances penetration: +10% blight Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
Nerywen the pair of iron boots (0 def, 11 armour) Nerywen the pair of iron boots (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: +2% Changes stats: +2 Cun / +3 Dex Spell save: +3 (+2 eff.) Disease immunity: +20% Teleport immunity: +20% Equilibrium when hit: +0.04 Maximum psi: +10.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tundrasting the pair of rough leather boots (5 def, 4 armour) Tundrasting the pair of rough leather boots (5 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% cold Only die when reaching: -80.00 life Infravision radius: +2 A pair of boots made of leather. |
pair of iron boots 'Aerumaleg' (2 def, 3 armour) pair of iron boots 'Aerumaleg' (2 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 36% Changes resistances penetration: +10% acid Changes damage: +9% acid / +3% temporal / +9% arcane Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Plagueoath' (0 def, 3 armour) pair of iron boots 'Plagueoath' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +12% lightning / +3% fire Life regen: +2.00 Stamina each turn: +1.00 Only die when reaching: -20.00 life 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. |
Infernostrike (0 def, 1 armour) Infernostrike (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +3% blight / +6% temporal / +9% fire Changes damage: +4% temporal Only die when reaching: -60.00 life 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour) steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+2 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +7 (+5 eff.) Disarm immunity: +29% 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. |
Daimisalach the Hazewell (10 def, 4 armour) Daimisalach the Hazewell (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +4 Str / +3 Con Changes resistances: +15% nature Changes damage: +6% cold Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Darkbolt the iron helm (0 def, 3 armour) Darkbolt the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +3 Dex Changes resistances penetration: +20% darkness Changes damage: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Oozewilder (0 def, 3 armour) Oozewilder (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +6% lightning / +5% temporal / +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Porabreth the Sparkdeath (0 def, 3 armour) Porabreth the Sparkdeath (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Dex / +3 Mag Changes resistances penetration: +10% lightning Reduces incoming crit damage: 5.00% See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragugolar (0 def, 7 armour) Ragugolar (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +7 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +10 Str Maximum stamina: +30.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runeran the iron helm (0 def, 3 armour) Runeran the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +2 Cun / +3 Wil Changes resistances: +3% blight Changes resistances penetration: +5% mind Changes damage: +9% mind / +9% blight Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Umbrabraid (0 def, 4 armour) Umbrabraid (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 darkness Changes stats: +4 Dex Changes damage: +15% darkness Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvebrera the iron helm (0 def, 7 armour) Yvebrera the iron helm (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Con Maximum vim: +50.00 Spellpower: +10 (+3 eff.) Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvibeth (0 def, 8 armour) Yvibeth (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +4 Str / +5 Dex Changes resistances: +13% fire / +12% darkness / +8% cold Confusion immunity: +10% Only die when reaching: -80.00 life Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Murkhack' (2 def, 0 armour) cashmere wizard hat 'Murkhack' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +28% darkness Changes damage: +13% darkness Life regen: +3.80 Psi each turn: +0.19 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
hardened leather cap 'Silimira' (15 def, 3 armour) hardened leather cap 'Silimira' (15 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +15 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 6 arcane / 2 mind Changes resistances: +8% blight / +8% darkness / +6% mind Spell save: +8 (+4 eff.) Mental save: +9 (+6 eff.) Only die when reaching: -40.00 life Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
iron helm 'Veleramira' (0 def, 3 armour) iron helm 'Veleramira' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Dex / +5 Wil / +3 Cun / +1 Con Changes resistances penetration: +5% arcane Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Betytira' (1 def, 0 armour) linen wizard hat 'Betytira' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 mind Changes stats: +1 Mag / +4 Cun / +1 Con Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% A pointy cloth hat, very wizardly... |
Ce'Nobrena the cured leather armour (6 def, 4 armour) Ce'Nobrena the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +18% lightning Changes resistances penetration: +15% arcane Changes damage: +3% arcane Critical mult.: +11.00% Mana when firing critical spell: +2.00 Maximum life: +32.00 Spell crit. chance: +1% A suit of armour made of leather. |
8 agate 8 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. |
114 alchemist agate 114 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. |
lapis lazuli 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 (+4 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
6 topaz 6 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 (+3 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zubana the iron pickaxe (dig speed 30 turns) Zubana the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +1 Str Mental save: +12 (+7 eff.) Equilibrium when hit: +0.04 Mindpower: +5 (+2 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 spinel 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
alchemist's lamp 'Rhydralach' alchemist's lamp 'Rhydralach'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +8 Changes stats: +4 Dex Changes resistances penetration: +15% physical Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing iron torque of psionic shield [power 25] (25 cooldown) cleansing iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 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. |
overpowered steel torque of psionic shield [power 77] (35 cooldown) overpowered steel torque of psionic shield [power 77] (35 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 77 for 5 turns Activation puts all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
elm wand of shielding [power 110] (20 cooldown) elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm [power 254] (15 cooldown) yew wand of lightning storm [power 254] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 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. |
4 ametrine 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. |
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. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Baradendur the Skeleton Writhing One level 10
79th Dusk 122nd year of Ascendancy at 21:31 see stats
By Baradendur the Skeleton Writhing One level 20
46th Haze 122nd year of Ascendancy at 21:22 see stats
By Baradendur the Skeleton Writhing One level 18
41st Haze 122nd year of Ascendancy at 07:47 see stats
By Baradendur the Skeleton Writhing One level 11
1st Haze 122nd year of Ascendancy at 20:59 see stats
By Baradendur the Skeleton Writhing One level 11
3rd Haze 122nd year of Ascendancy at 11:46 see stats
By Baradendur the Skeleton Writhing One level 16
34th Haze 122nd year of Ascendancy at 03:40 see stats
Log
You are sent back to the material plane!
Saving game...
Saving done.
You gain 1.15 gold from the transmogrification of flaming steel shield (0 def, 4 armour, 41 block).
You gain 3.80 gold from the transmogrification of volcanic hardened leather armour (9 def, 13 armour).
You gain 1.21 gold from the transmogrification of umbral hardened leather gloves (0 def, 2 armour).
You gain 0.92 gold from the transmogrification of cashmere robe of light (+18%) (0 def, 0 armour).
You gain 15.24 gold from the transmogrification of Skyglean the steel waraxe (107% power, 3 apr).
You gain 4.91 gold from the transmogrification of lifebinding ash starstaff of might (111% power, 3 apr, temporal element).
You gain 5.04 gold from the transmogrification of thorny mindstar of gales (93% power, 24 apr, mind damage).
You gain 1.15 gold from the transmogrification of gifted thorny mindstar (97% power, 24 apr, mind damage).
You gain 17.96 gold from the transmogrification of Erublek the Vileblast (115% power, 7 apr).
You gain 0.50 gold from the transmogrification of steel dagger (102% power, 6 apr).
You gain 2.94 gold from the transmogrification of iron dagger of shearing (97% power, 5 apr).
You gain 3.57 gold from the transmogrification of balanced dwarven-steel dagger of massacre (130% power, 7 apr).
You gain 1.15 gold from the transmogrification of biting gale rune (damage 33; dur 4; cd 16).
You gain 4.00 gold from the transmogrification of heroism infusion of the duelist (die at -398; dur 6; cd 33).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Cryomancer misses Baradendur.
Saving done.
Cryomancer misses Baradendur.
Cryomancer casts Ice Shards.
An illusion appears around Baradendur making him appear human.
Baradendur wears (replacing linen cloak 'Eilinuldawe' (1 def, 0 armour)): Cloak of Deception.