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 | Nightmare Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 33 / 25% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 3rd Gold 123rd year of Ascendancy at 03:00 5 / 1 |
Primary Stats
Strength | 45 (base 14) |
Dexterity | 24 (base 20) |
Constitution | 32 (base 14) |
Magic | 82 (base 60) |
Willpower | 9 (base 10) |
Cunning | 56 (base 53) |
Resources
Life | 869/955 |
Mana | 147/147 |
Insanity | 0/100 |
Healing Factor | 1.3324420161894 |
Regeneration | 8.0612741979458 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 41.852263939808 |
See Invisible | 41.852263939808 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 115 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +12% |
Arcane | +10% |
Mind | +12% |
All | 0% |
Darkness | +64% |
Light | +10% |
Physical | +18% |
Fire | +9% |
Nature | +12% |
Offense: Damage Penetration
Acid | +15% |
Light | +5% |
Fire | +15% |
Darkness | +55% |
Arcane | +15% |
Mind | +15% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 51.199983007269 (45%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 9 |
Physical Save | 40 |
Spell Save | 25 |
Mental Save | 30 |
Defense: Resistances
Acid | + 24%( 70%) |
Physical | + 34%( 70%) |
All | + 22%( 70%) |
Darkness | + 49%( 70%) |
Light | + 26%( 70%) |
Temporal | + 29%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 31%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 32% |
Disarm Resistance | 28% |
Stun Resistance | 49% |
Poison Resistance | 20% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 46 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 519 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Premonition |
talent | Chaos Orbs |
talent | Chant of Fortress |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 48% (based on Cunning) Activation costs 35 power out of 31/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Xeda XedaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +10 (+4 eff.) Changes stats: +4 Con Changes resistances penetration: +15% arcane Stamina each turn: +1.00 Maximum life: +43.00 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. |
On head | Blacktouch the dwarven-steel helm (0 def, 4 armour) Blacktouch the dwarven-steel helm (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% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 10 darkness Changes stats: +6 Str Changes resistances: +3% fire Changes resistances penetration: +10% darkness / +15% mind Changes damage: +12% mind / +3% fire Equilibrium when hit: +0.08 It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 216.2 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Sewerriver [power 248] (5/14 cooldown) Sewerriver [power 248] (5/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +25% nature Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% It can be used to create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | steel ring 'Chaluromigosta' steel ring 'Chaluromigosta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% lightning Reduces incoming crit damage: 15.00% Poison immunity: +20% Disarm immunity: +28% Pinning immunity: +23% Stun/Freeze immunity: +10% Knockback immunity: +23% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +26.00 Rings make your fingers look great! |
Around waist | Ravenstrike RavenstrikeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +6 Str / +3 Dex / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Mental save: +10 (+5 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
In main hand | Swampnull the yew vilestaff (20-24 power, 4 apr, darkness element) Swampnull the yew vilestaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Con Changes resistances: +3% fire / +6% light / +3% temporal Changes resistances penetration: +10% nature Changes damage: +12% nature / +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +0.80 Spellpower: +18 (+5 eff.) Spell crit. chance: +12% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
On hands | Glirawyn the drakeskin leather gloves (20 def, 17 armour) Glirawyn the drakeskin leather gloves (20 def, 17 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Defense: +20 (+7 eff.) Changes stats: +5 Str / +5 Mag Changes damage: +10% arcane Critical mult.: +20.00% Physical save: +9 (+3 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. |
Main armor | Scorchbreaker the hardened leather armour (9 def, 10 armour) Scorchbreaker the hardened leather armour (9 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +2 Con Changes resistances: +14% darkness / +8% physical Changes resistances penetration: +15% fire Changes damage: +18% physical Critical mult.: +20.00% Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Cloak | Duathelworth (2 def, 0 armour) Duathelworth (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 4 fire Changes stats: +3 Str / +3 Con Changes resistances: +9% darkness / +6% fire Changes resistances penetration: +20% darkness Changes damage: +9% darkness / +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Duathelsin DuathelsinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 16% * 9% chance to blind Changes resistances: +3% acid / +6% darkness Changes resistances penetration: +5% light / +15% acid Changes damage: +6% acid / +10% light / +23% darkness Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 685%; cd 8) movement infusion of the wizard (speed 685%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (186.00 temporal damage, removed from time 4 turns) Rune of the Rift (186.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 186.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 35/35) : Effective talent level: 2.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
gold amulet 'Lorytotar' gold amulet 'Lorytotar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% acid / +16% light / +9% blight / +9% lightning / +5% arcane / +10% darkness Blindness immunity: +26% Disease immunity: +10% Amulets make your neck look great! |
serendipitous gold amulet of strength (+5) serendipitous gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +8 (+3 eff.) Changes stats: +5 Lck / +2 Str Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
starlit copper amulet of magic (+3) starlit copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% light / +11% darkness Blindness immunity: +23% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Lustremaim LustremaimCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +9% light Changes damage: +21% light / +21% acid Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +35.00 Light radius: +3 Rings make your fingers look great! |
mule's copper ring of fire (+24%) mule's copper ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +21 Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.10/turn) psionicist's copper ring of arcana (+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 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. |
chilling dwarven-steel longsword of paradox (20-28 power, 4 apr) chilling dwarven-steel longsword of paradox (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 cold / +11 temporal When wielded/worn: Changes resistances: +9% temporal Sharp, long, and deadly. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 17 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Umbrarupture the drakeskin leather belt Umbrarupture the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +14 Dex / +3 Wil / +7 Cun / +9 Lck Reduces incoming crit damage: 15.00% Trap disarming bonus: +25 Stealth bonus: +14 Infravision radius: +8 A belt that goes around your waist. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
rough leather belt 'Obsidianquench' rough leather belt 'Obsidianquench'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +6% blight Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Knockback immunity: +10% Maximum life: +40.00 Healing mod.: +15% A belt that goes around your waist. |
Darkcut the linen cloak (1 def, 0 armour) Darkcut the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 2 darkness Changes resistances: +10% blight / +11% nature / +12% acid Changes damage: +3% acid Life regen: +1.00 Light radius: +1 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Freezewyrd' (2 def, 17 armour) cashmere cloak 'Freezewyrd' (2 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +17 Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Wil Changes resistances: +13% cold Changes damage: +3% cold Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Charrage (0 def, 1 armour) Charrage (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 2 fire Changes resistances: +6% acid / +3% light / +3% blight / +5% fire / +3% nature / +6% cold A pair of boots made of leather. |
Dresin (0 def, 7 armour) Dresin (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Spell save: +3 (+2 eff.) Knockback immunity: +10% Life regen: +4.00 Movement speed: +25% A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +11.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Huruleg the rough leather gloves (15 def, 1 armour) Huruleg the rough leather gloves (15 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes resistances: +6% temporal Changes damage: +6% physical Life regen: +2.00 Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum stamina: +12.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
Malyrim (0 def, 6 armour) Malyrim (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Fatigue: +3% Damage (Melee): 9 blight Changes stats: +3 Cun / +3 Str Changes resistances: +6% blight Changes damage: +3% blight Mental save: +10 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +52.00 Mindpower: +15 (+7 eff.) 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. |
Ebonyhue (0 def, 3 armour) Ebonyhue (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% Effects on melee hit: * 10% chance to reduce damage dealt by 16% * 20% chance to reduce armor by 40% Changes stats: +2 Dex Changes resistances penetration: +15% darkness Changes damage: +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tidemalice (0 def, 3 armour) Tidemalice (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% Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +15% cold Changes damage: +3% mind Maximum hate: +6.00 Maximum psi: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Phoenixfist' (0 def, 1 armour) rough leather cap 'Phoenixfist' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +5 Mag / +1 Wil Changes resistances: +12% fire Changes damage: +3% fire A cap made of leather. |
Nidunavon the Dourire (14 def, 6 armour) Nidunavon the Dourire (14 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+5 eff.) Fatigue: +8% Changes resistances: +3% acid / +17% fire / +2% physical Changes damage: +3% darkness Mental save: +3 (+1 eff.) Blindness immunity: +20% Teleport immunity: +10% A suit of armour made of leather. |
hardened leather armour of command (15 def, 9 armour) hardened leather armour of command (15 def, 9 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +11 (+5 eff.) A suit of armour made of leather. |
reinforced leather armour of the hero (12 def, 7 armour) reinforced leather armour of the hero (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex / +5 Mag / +3 Wil / +5 Cun Maximum life: +39.00 A suit of armour made of leather. |
5 agate 5 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. |
350 alchemist agate 350 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(48 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern 'Rainclamor' brass lantern 'Rainclamor'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to reduce armor by 40% Changes resistances: +6% nature / +3% temporal Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +13% 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+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 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 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 7 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 (+2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) 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 140 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. |
Gleammoon the dwarven-steel torque of mindblast [power 225] (5/11 cooldown) Gleammoon the dwarven-steel torque of mindblast [power 225] (5/11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Changes resistances: +12% acid / +6% light / +5% arcane Changes damage: +6% acid It can be used to blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (5/11 cooldown) iron torque of mindblast [power 100] (5/11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (5/18 cooldown) iron torque of psionic shield [power 25] (5/18 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 18 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psionic shield [power 71] (5/14 cooldown) quick dwarven-steel torque of psionic shield [power 71] (5/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Zuleg' [power 47] (5/18 cooldown) steel torque of psionic shield 'Zuleg' [power 47] (5/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% lightning / +9% mind / +6% light Spell save: +12 (+6 eff.) It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Heal for 37. Torques are made by powerful psionics to store psionic powers. |
Zoroddaneg the Cobracast [power 278] (5/11 cooldown) Zoroddaneg the Cobracast [power 278] (5/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Dex / +8 Mag / +2 Con Changes damage: +12% nature Light radius: +3 It can be used to sting an enemy dealing 311 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 116] (5/11 cooldown) cleansing elm totem of healing [power 116] (5/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of healing [power 302] (5/11 cooldown) cleansing yew totem of healing [power 302] (5/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of healing [power 170] (5/11 cooldown) evasive ash totem of healing [power 170] (5/11 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 170 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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 citrine 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. |
zircon 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 bletch the Drem Writhing One level 28
28th Gold 123rd year of Ascendancy at 17:46 see stats
By bletch the Drem Writhing One level 20
21st Iron 123rd year of Ascendancy at 08:21 see stats
By bletch the Drem Writhing One level 20
18th Dearth 122nd year of Ascendancy at 07:42 see stats
By bletch the Drem Writhing One level 31
44th Stralite 123rd year of Ascendancy at 20:00 see stats
By bletch the Drem Writhing One level 26
11st Gold 123rd year of Ascendancy at 15:03 see stats
By bletch the Drem Writhing One level 31
14th Profit 123rd year of Ascendancy at 14:43 see stats
By bletch the Drem Writhing One level 31
20th Stralite 123rd year of Ascendancy at 06:25 see stats
By bletch the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 15:21 see stats
By bletch the Drem Writhing One level 20
18th Dearth 122nd year of Ascendancy at 03:25 see stats
By bletch the Drem Writhing One level 30
15th Stralite 123rd year of Ascendancy at 06:04 see stats
By bletch the Drem Writhing One level 20
3rd Shortage 122nd year of Ascendancy at 02:02 see stats
By bletch the Drem Writhing One level 26
13rd Gold 123rd year of Ascendancy at 06:31 see stats
By bletch the Drem Writhing One level 25
3rd Gold 123rd year of Ascendancy at 08:20 see stats
By bletch the Drem Writhing One level 20
28th Iron 123rd year of Ascendancy at 21:03 see stats
By bletch the Drem Writhing One level 11
28th Voratun 122nd year of Ascendancy at 16:44 see stats
By bletch the Drem Writhing One level 32
26th Profit 123rd year of Ascendancy at 22:11 see stats
By bletch the Drem Writhing One level 11
31st Voratun 122nd year of Ascendancy at 06:09 see stats
By bletch the Drem Writhing One level 20
30th Iron 123rd year of Ascendancy at 05:41 see stats
By bletch the Drem Writhing One level 26
10th Gold 123rd year of Ascendancy at 18:33 see stats
By bletch the Drem Writhing One level 19
14th Dearth 122nd year of Ascendancy at 04:02 see stats
Log
You gain 15.25 gold from the transmogrification of overpowered yew totem of thorny skin [power 62] (5/18 cooldown).
You gain 20.25 gold from the transmogrification of quick stralite torque of gale force [power 245] (5/8 cooldown).
You gain 7.58 gold from the transmogrification of nightwalker's alchemist's lamp.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 6.59 gold from the transmogrification of living steel shield of shrapnel (0 def, 4 armour, 38.5 block).
You gain 6.68 gold from the transmogrification of corrosive steel shield of the stars (0 def, 4 armour, 40.5 block).
You gain 2.92 gold from the transmogrification of searing steel plate armour of cold resistance (0 def, 9 armour).
You gain 3.76 gold from the transmogrification of radiant reinforced leather armour of lightning resistance (12 def, 7 armour).
You gain 6.24 gold from the transmogrification of prismatic dwarven-steel mail armour of delving (3 def, 8 armour).
You gain 4.32 gold from the transmogrification of spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 1.35 gold from the transmogrification of clarifying cashmere wizard hat (2 def, 0 armour).
You gain 7.57 gold from the transmogrification of temporal voratun gauntlets of sorrow (0 def, 3 armour).
You gain 4.65 gold from the transmogrification of blighted voratun gauntlets of archery (0 def, 3 armour).
You gain 5.95 gold from the transmogrification of dreamer's pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 5.15 gold from the transmogrification of blurring hardened leather belt of recklessness.
You gain 1.25 gold from the transmogrification of blue-steel trident of projection (18-28 power, 8 apr).
You gain 10.08 gold from the transmogrification of void walker's elven-wood starstaff (25-30 power, 5 apr, light element).
You gain 7.57 gold from the transmogrification of lifebinding yew magestaff of illumination (20-24 power, 4 apr, lightning element).
You gain 3.47 gold from the transmogrification of thought-forged steel greatmaul of amnesia (31-46 power, 2 apr).
You gain 3.19 gold from the transmogrification of chilling steel dagger of paradox (11-14 power, 6 apr).
You gain 4.81 gold from the transmogrification of flaming stralite battleaxe of daylight (44-66 power, 3 apr).
You gain 7.53 gold from the transmogrification of balanced steel battleaxe of evisceration (22-32 power, 2 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 19%; mental; dur 2; cd 10).
You gain 0.76 gold from the transmogrification of regeneration infusion (heal 89; 14 cd).
You gain 1.53 gold from the transmogrification of movement infusion (speed 666%; cd 18).
You gain 0.63 gold from the transmogrification of healing infusion (heal 45; cd 13).
You gain 0.69 gold from the transmogrification of healing infusion (heal 64; cd 10).
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