Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 30 / 27% |
Size | small |
Lifes / Deaths | Killed by Salanne the corrupted acidic digestor at level 30 on the 17th Pyre 123rd year of Ascendancy at 14:16 / 2Killed by Salanne the corrupted acidic digestor at level 30 on the 17th Pyre 123rd year of Ascendancy at 15:14 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 68 (base 48) |
Constitution | 48 (base 26) |
Magic | 19 (base 11) |
Willpower | 31 (base 11) |
Cunning | 73 (base 53) |
Resources
Life | -42/795 |
Stamina | 103/250 |
Healing Factor | 1.4678383355188 |
Regeneration | 38.705621598447 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 43.954687854192 |
See Invisible | 52.954687854192 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 63 |
Crit Chance | 45% |
APR | 11 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +36% |
Acid | +15% |
Nature | +23% |
Fire | +11% |
Cold | +14% |
Arcane | +5% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +40% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 47 (89.007671158813%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0.68997267002178 |
Physical Save | 41 |
Spell Save | 30 |
Mental Save | 38 |
Defense: Resistances
Blight | + 28%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 42%( 70%) |
All | + 21%( 70%) |
Darkness | + 26%( 70%) |
Physical | + 30%( 70%) |
Mind | + 28%( 70%) |
Fire | + 35%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 11% |
Pinning Resistance | 24% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 52 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Velulaith the barrow wight. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit has completed an elixir of serendipity without your aid. 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 green worm. * You've found the needed snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Saloma the pair of drakeskin leather boots (15 def, 5 armour) Saloma the pair of drakeskin leather boots (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Defense: +15 (+3 eff.) Changes stats: +3 Str / +7 Dex / +5 Cun / +3 Con / +9 Lck Changes resistances: +12% fire / +13% cold Changes resistances penetration: +15% physical Reduces incoming crit damage: 15.00% Stealth bonus: +15 Only die when reaching: -20.00 life It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 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. |
Quiver | pouch of dwarven-steel shots 'Woethorn' (6/22, 150% power, 3 apr) pouch of dwarven-steel shots 'Woethorn' (6/22, 150% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 150% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +18.0% Capacity: 22 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Damage (Ranged): +20 darkness Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +16 darkness Shots are used with slings to pummel your foes to death. |
Light source | Zubulema the brass lantern Zubulema the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +4 Cun / +6 Dex Changes resistances: +6% fire Psi when hit: +0.04 Light radius: +3 See invisible: +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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +5% arcane Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of psionic shield 'Belodogen' [power 45] (10/21 cooldown) steel torque of psionic shield 'Belodogen' [power 45] (10/21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% darkness / +9% mind Stun/Freeze immunity: +20% Life regen: +4.00 Mindpower: +10 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
Around neck | Glintpeal the steel amulet Glintpeal the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +5 Cun / +7 Con Changes resistances penetration: +10% light Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) See invisible: +6 Amulets make your neck look great! |
In main hand | hardened leather sling 'Treekarma' hardened leather sling 'Treekarma'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +400% Damage (Ranged): +8 cold / +8 nature / +6 fire When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Cun / +4 Dex Changes damage: +14% cold / +11% fire Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Around waist | hardened leather belt 'Mayiwe' hardened leather belt 'Mayiwe'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Defense: +10 (+2 eff.) Changes resistances: +5% arcane Changes damage: +3% physical Physical save: +7 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
In off hand | windwalling steel shield of shrapnel (0 def, 4 armour, 104% power, 40.5 block) windwalling steel shield of shrapnel (0 def, 4 armour, 104% power, 40.5 block)Requires: - Shield usage training - Cunning 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 105% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 physical When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 154 physical damage over 5 turns (1/turn) Changes stats: +2 Wil Changes resistances: +12% physical Talent granted: +1 Block Slows Projectiles: +16% Bonus block near projectiles: +23 Handheld deflection devices. |
Cloak | Poluvea the cashmere cloak (2 def, 12 armour) Poluvea the cashmere cloak (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +12 Defense: +2 (+0 eff.) Changes stats: +1 Con Changes resistances: +9% blight / +13% cold / +5% arcane Changes damage: +15% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Brightstrider BrightstriderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +35% light / +30% darkness Changes resistances penetration: +10% light Changes damage: +7% physical Blindness immunity: +43% Light radius: +3 Combat speed: +10% Amulets make your neck look great! |
Grinahell the Lustrebender Grinahell the LustrebenderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Wil Changes resistances: +9% light Changes resistances penetration: +10% acid Changes damage: +9% light Talent masteries: +0.25 Technique / Buckler Training +0.25 Cunning / Survival Light radius: +2 Amulets make your neck look great! |
Isseleg the steel amulet Isseleg the steel amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +3 Wil Changes resistances: +10% temporal Pinning immunity: +24% Knockback immunity: +20% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Spellpower: +10 (+5 eff.) Amulets make your neck look great! |
steel amulet 'Shimmerdredge' steel amulet 'Shimmerdredge'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Defense: +9 (+2 eff.) Changes stats: +5 Lck / +4 Str Changes resistances: +6% lightning / +8% physical / +10% light / +10% darkness Blindness immunity: +28% Stamina each turn: +0.40 Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Ashusher AshusherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane / +3% acid Changes damage: +6% fire Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Rings make your fingers look great! |
Gunyyon the gold ring Gunyyon the gold ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +6 Mag / +6 Wil Changes resistances: +6% acid / +12% temporal Changes resistances penetration: +20% blight Changes damage: +12% temporal Spellpower: +16 (+8 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
Polyvea the Nimbusrock Polyvea the NimbusrockInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 2 lightning Changes resistances: +28% acid / +9% fire / +9% temporal Changes damage: +14% acid / +12% lightning Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
steel ring 'Koruresus' steel ring 'Koruresus'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +22% lightning / +20% nature / +5% arcane Changes damage: +11% lightning / +10% nature Physical save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. stralite ring 'Vorylle'stralite ring 'Vorylle' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+5 eff.) Changes resistances penetration: +15% arcane Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Spell save: +9 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +13 (+7 eff.) Spell crit. chance: +8% Mindpower: +13 (+4 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
warrior's copper ring of the mountain (+11%) warrior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +11% physical Changes damage: +11% physical 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 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 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. |
steel dagger 'Lightningream' (109% power, 6 apr) steel dagger 'Lightningream' (109% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning / +8 temporal Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+1 eff.) Changes stats: +1 Str / +3 Dex Changes resistances: +6% temporal Disarm immunity: +24% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Demonbearer' (153% power, 6 apr)voratun longsword 'Demonbearer' (153% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +12 Changes stats: +3 Str / +5 Dex / +4 Cun Changes resistances penetration: +15% all Changes damage: +30% darkness Infravision radius: +3 Sharp, long, and deadly. |
Emelymibressra EmelymibressraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Wil Changes resistances: +3% mind / +5% arcane Spell save: +6 (+3 eff.) Equilibrium when hit: +0.16 Only die when reaching: -60.00 life Mental crit. chance: +1% Size category: +1 A belt that goes around your waist. |
rough leather belt 'Ebonybright' rough leather belt 'Ebonybright'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +1 Cun / +2 Wil Changes damage: +9% darkness Maximum life: +30.00 See invisible: +3 A belt that goes around your waist. |
spiritwalker's hardened leather belt of the mystic spiritwalker's hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mental save: +6 (+2 eff.) Mana each turn: +0.19 Maximum mana: +32.00 Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
Layemitha the Hazestreak (2 def, 0 armour) Layemitha the Hazestreak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances: +3% nature / +12% darkness Changes resistances penetration: +5% fire Changes damage: +6% cold Silence immunity: +20% Life regen: +2.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of light (+16%) (0 def, 0 armour) focusing woollen robe of light (+16%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +16% light / +9% all Changes damage: +11% light Mana each turn: +0.16 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivilrarelaith the Radianceworth (0 def, 1 armour) Ivilrarelaith the Radianceworth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con Changes resistances: +15% light It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 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. A pair of boots made of leather. |
corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid 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. |
naturalist's rough leather gloves of strength (+2) (0 def, 1 armour) naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +4% nature 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. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour) restful hardened leather gloves of strength (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +2 Str Life regen: +2.00 Stamina each turn: +1.00 Maximum stamina: +13.00 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. |
rough leather gloves 'Eclipsetide' (0 def, 1 armour) rough leather gloves 'Eclipsetide' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Armour: +1 Damage when hit (Melee): 6 darkness Changes stats: +4 Str / +3 Dex Changes resistances: +3% fire Maximum stamina: +10.00 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. |
Xaniyarin (1 def, 0 armour) Xaniyarin (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Mag Spell save: +7 (+4 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+13 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
6 agate 6 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. |
362 alchemist agate 362 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. |
onyx 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 21 power out of 25/25) : Effective talent level: 2.0 Power cost: 21 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 64.95 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 64.95 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(85 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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 (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 166 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. |
Pyremarrow (19/19, 113% power, 1 apr) Pyremarrow (19/19, 113% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Damage (Ranged): +9 lightning / +20 fire / +8 cold Damage (radius 1) on hit: +12 mind / +8 fire Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
Stokepain (15/15, 121% power, 1 apr) Stokepain (15/15, 121% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 15 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 fire / +8 mind / +4 temporal Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 temporal Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Bleakripper' (12/12, 118% power, 2 apr) pouch of steel shots 'Bleakripper' (12/12, 118% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 12 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +11 blight / +8 nature / +8 darkness Damage (radius 2) on crit: +12 acid / +16 nature / +20 darkness Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Flashblur' (15/15, 134% power, 2 apr) pouch of steel shots 'Flashblur' (15/15, 134% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 134% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +12.5% Capacity: 15 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning / +8 blight Damage (radius 1) on hit: +20 lightning / +8 mind Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots of accuracy (14/14, 109% power, 1 apr) psychokinetic pouch of iron shots of accuracy (14/14, 109% power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 109% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Damage (Ranged): +8 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. cleansing voratun torque of gale force [power 360] (10/13 cooldown)cleansing voratun torque of gale force [power 360] (10/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 490 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Velyriba [power 194] (10/13 cooldown) Velyriba [power 194] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% temporal Changes resistances penetration: +15% blight / +20% temporal Spellpower: +15 (+8 eff.) Spell crit. chance: +2% It can be used to sting an enemy dealing 239 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 110] (10/13 cooldown) cleansing elm totem of healing [power 110] (10/13 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 110 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Stormmortal' [power 116] (10/13 cooldown) elm totem of stinging 'Stormmortal' [power 116] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% nature / +12% cold Changes damage: +9% lightning Mental save: +9 (+3 eff.) Stun/Freeze immunity: +10% Maximum life: +40.00 It can be used to sting an enemy dealing 143 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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. |
ash wand of shielding 'Duathelgrinder' [power 176] (10/17 cooldown) ash wand of shielding 'Duathelgrinder' [power 176] (10/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +15% lightning / +15% darkness It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
6 citrine 6 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. |
6 zircon 6 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 David the Halfling Skirmisher level 14
58th Dusk 122nd year of Ascendancy at 21:46 see stats
By David the Halfling Skirmisher level 25
32nd Regrowth 123rd year of Ascendancy at 20:40 see stats
By David the Halfling Skirmisher level 30
17th Pyre 123rd year of Ascendancy at 09:27 see stats
By David the Halfling Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 16:13 see stats
By David the Halfling Skirmisher level 20
47th Haze 122nd year of Ascendancy at 15:21 see stats
By David the Halfling Skirmisher level 30
15th Pyre 123rd year of Ascendancy at 12:30 see stats
By David the Halfling Skirmisher level 20
53rd Haze 122nd year of Ascendancy at 12:01 see stats
By David the Halfling Skirmisher level 22
30th Regrowth 123rd year of Ascendancy at 16:10 see stats
By David the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 06:04 see stats
By David the Halfling Skirmisher level 25
74th Regrowth 123rd year of Ascendancy at 01:46 see stats
By David the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 08:46 see stats
By David the Halfling Skirmisher level 25
73rd Regrowth 123rd year of Ascendancy at 05:19 see stats
By David the Halfling Skirmisher level 23
31st Regrowth 123rd year of Ascendancy at 05:16 see stats
By David the Halfling Skirmisher level 18
22nd Haze 122nd year of Ascendancy at 20:11 see stats
By David the Halfling Skirmisher level 30
17th Pyre 123rd year of Ascendancy at 14:16 see stats
Log
David tries to evade attacks.
David resists the stunning shot!
David's Temporal Clone's spell attains critical power!
A void annihilator manifests from David!
David redirects the effect 'Cripple'!
Bloated ooze is crippled.
David is poisoned!
David starts to bleed.
Salanne the corrupted acidic digestor's Netherblast hits David for (27 flat reduction), 84 temporal, (27 flat reduction), 69 darkness (153 total damage).
David's Temporal Clone's Noggin Knocker hits David for (27 flat reduction), 138 physical, (11 flat reduction), 0 darkness, (4 flat reduction), 0 cold, (4 flat reduction), 0 nature, (3 flat reduction), 0 fire, (3 flat reduction), 0 mind, (8 flat reduction), 0 darkness (138 total damage).
Salanne the corrupted acidic digestor loses 7 health to the entropy.
LIFE LOST WARNING!
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
David activates Chant of Fortress.
David uses Bash and Smash.
Herald of oblivion resists the knockback!
David hits Herald of oblivion for (30 parried), 11 physical (11 total damage).
Salanne the corrupted acidic digestor casts Terminus.
Salanne the corrupted acidic digestor's spell attains critical power!
David regains their strength.
You are no longer encumbered.
Salanne the corrupted acidic digestor hits David for (27 flat reduction), 186 temporal (186 total damage).
David the level 30 halfling skirmisher was paradoxed to death by Salanne the corrupted acidic digestor on level 1 of The Godfeaster.