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! 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.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 27 / 45% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 26 on the 56th Regrowth 123rd year of Ascendancy at 01:18 / 2Killed by Lisadhena the Guardian at level 27 on the 60th Regrowth 123rd year of Ascendancy at 09:38 |
Primary Stats
Strength | 15 (base 14) |
Dexterity | 11 (base 10) |
Constitution | 37 (base 29) |
Magic | 69 (base 58) |
Willpower | 36 (base 31) |
Cunning | 12 (base 11) |
Resources
Life | -362/442 |
Mana | 186/412 |
Soul | 2/16 |
Healing Factor | 1.2041015905905 |
Regeneration | 0.30102539764762 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 15.703251193202 |
See Invisible | 25.703251193202 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 25 |
Crit Chance | 20% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Nature | +6% |
Darkness | +20% |
Fire | +19% |
Cold | +32% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +15% |
Cold | +13% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 31 |
Mental Save | 26 |
Defense: Resistances
Arcane | + 33%( 70%) |
Mind | + 36%( 70%) |
All | + 24%( 70%) |
Lightning | + 47%( 70%) |
Light | + 44%( 70%) |
Physical | + 31%( 70%) |
Darkness | + 39%( 70%) |
Cold | + 44%( 70%) |
Fire | + 33%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Silence Resistance | 20% |
Confusion Resistance | 25% |
Knockback Resistance | 64% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1027% for 10 turns (123 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 231.53 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 Siluralle the grave wight. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed wretchling eyeball. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' 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 ice ant stinger. * You've found the needed storm wyrm claw. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You 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 within | 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 | Umbrahunter (15 def, 3 armour) Umbrahunter (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +3 Defense: +15 (+5 eff.) Fatigue: -3% Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +2% physical Changes resistances penetration: +10% darkness / +10% physical Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Islilaith the Shivergrind Islilaith the ShivergrindInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +15% arcane Changes damage: +3% cold Maximum life: +41.00 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 | Splendoursting the dwarven-steel helm (5 def, 9 armour) Splendoursting the dwarven-steel helm (5 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +1 Cun Changes resistances: +15% light / +4% all Changes damage: +9% cold Physical save: +7 (+3 eff.) Mindpower: +15 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | supercharged ash totem of healing [power 254] (6/18 cooldown) =heal= supercharged ash totem of healing [power 254] (6/18 cooldown) =heal=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 254 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Shockhunter' copper ring 'Shockhunter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% cold Changes damage: +3% lightning Physical save: +12 (+5 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +23.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | copper Prothotipe's Prismatic Eye ring copper Prothotipe's Prismatic Eye ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +5 Mag / +4 Wil / +5 Con Changes resistances: +24% lightning / +6% nature Changes damage: +22% lightning / +19% fire / +6% nature / +10% cold Talent mastery: +0.20 Golem / Arcane Mental save: +8 (+4 eff.) Movement speed: +13% Talent on hit(spell): Eye Beam (10% chance level 2). Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Around waist | Mighty Girdle =carry= Mighty Girdle =carry=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | infernal yew bonestaff of might (20-24 power, 4 apr, darkness element) infernal yew bonestaff of might (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +14 (+5 eff.) Spell crit. chance: +11% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
On hands | Duskbreak (0 def, 2 armour) Duskbreak (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +20% darkness Changes resistances penetration: +5% darkness Critical mult.: +10.00% Spell crit. chance: +5% Mental crit. chance: +9% 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. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Olahir the linen cloak (6 def, 2 armour) Olahir the linen cloak (6 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Armour: +2 Defense: +6 (+2 eff.) Changes stats: +3 Con Changes resistances: +12% light / +12% fire Stealth bonus: +7 Silence immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Basayasin the Rainpython Basayasin the RainpythonInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Defense: +7 (+2 eff.) Changes stats: +11 Lck Changes resistances: +7% physical / +16% mind / +6% cold Changes resistances penetration: +5% cold Physical save: +12 (+5 eff.) Confusion immunity: +25% Stamina each turn: +0.50 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (speed 562%; cd 14)movement infusion (speed 562%; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 529%; cd 11)movement infusion (speed 529%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stormshield rune of the sneak (threshold 4; blocks 4; dur 4; cd 15) stormshield rune of the sneak (threshold 4; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 4 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of mastery (0.10 Spell / Eradication) =old= restful copper amulet of mastery (0.10 Spell / Eradication) =old=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.10 Spell / Eradication Life regen: +1.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. wanderer's gold amuletwanderer's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +8 Cun / +3 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
Dazzleblight the steel ring =old= Dazzleblight the steel ring =old=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +9% light / +6% blight Changes damage: +9% light Disarm immunity: +21% Pinning immunity: +28% Knockback immunity: +20% Maximum life: +22.00 Light radius: +1 Rings make your fingers look great! |
Vargh Redemption =old, keep?= Vargh Redemption =old, keep?=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 16.75 cold and 12.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. marksman's gold ring of the mind (+12%)marksman's gold ring of the mind (+12%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +12% mind Changes damage: +12% mind Rings make your fingers look great! |
rogue's steel ring of tenacity =craft= rogue's steel ring of tenacity =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +26.00 Rings make your fingers look great! |
steel ring 'Porasera' steel ring 'Porasera'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +7 Dex / +7 Mag / +6 Cun Critical mult.: +20.00% Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. treant's stralite ring of wardingtreant's stralite ring of warding Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% acid / +17% lightning / +9% blight / +13% fire / +9% nature / +14% cold Poison immunity: +14% Disease immunity: +16% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Khelethad' (31-46 power, 2 apr)steel battleaxe 'Khelethad' (31-46 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +20 (+10 eff.) Changes stats: +1 Cun Changes resistances: +6% temporal / +9% mind / +3% light Mental save: +9 (+4 eff.) Mental crit. chance: +1% Healing mod.: +20% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (21-27 power, 7 apr)dwarven-steel dagger (21-27 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger (17-22 power, 7 apr)quick dwarven-steel dagger (17-22 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Flashraider' (12-16 power, 6 apr)steel dagger 'Flashraider' (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 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 light / +12 mind / +11 darkness Damage (radius 1) on hit: +8 mind Damage against: +9% Living When wielded/worn: Changes stats: +2 Mag Critical mult.: +20.00% Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's elven-wood longbow of enduringblazebringer's elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +38 fire When wielded/worn: Changes stats: +11 Con / +14 Wil Changes resistances penetration: +14% fire Maximum life: +33.00 Global speed: +3% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword of corruption (34-48 power, 5 apr)balanced stralite longsword of corruption (34-48 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +9 (+3 eff.) Disarm immunity: +27% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of erosion (20-28 power, 4 apr)dwarven-steel longsword of erosion (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 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): +11 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar of life (13-14 power, 32 apr, mind damage)blooming pulsing mindstar of life (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +31.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +25 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic pulsing mindstar of disruption (13-14 power, 32 apr, nature damage)mitotic pulsing mindstar of disruption (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 48% * 10% chance to reduce armor by 34% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +11% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blighted elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element) blighted elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Maximum wards: +3 acid Changes damage: +25% acid Talents granted: +3 Ward +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +11.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of transcendencecleansing hardened leather belt of transcendence Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +8% blight Physical save: +7 (+3 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt of unlife =breathe= rough leather belt of unlife =breathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of lifespiritwalker's hardened leather belt of life Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Life regen: +0.60 Mana each turn: +0.16 Maximum mana: +38.00 Healing mod.: +12% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe (0 def, 0 armour)stargazer's cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% all Changes damage: +13% light / +10% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe (0 def, 0 armour)verdant silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% all Changes damage: +5% nature Poison immunity: +28% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% fire / +7% cold Stamina each turn: +0.50 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of void walking (0 def, 3 armour)pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +12% darkness / +16% temporal Changes resistances penetration: +10% darkness / +11% temporal Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +11% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of the nighthunter (0 def, 3 armour)drakeskin leather gloves of the nighthunter (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +3 Changes stats: +3 Cun Changes resistances: +5% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% 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. |
This item will automatically be transmogrified when you leave the level. naturalist's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)naturalist's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+10 eff.) Armour: +3 Damage (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +7% 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. |
This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Effects when hit in melee: * 19 arcane resource burn Changes stats: +3 Dex Spell save: +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. 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 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Voidmaster (1 def, 0 armour) =rpenet= Voidmaster (1 def, 0 armour) =rpenet=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +3% darkness / +9% fire Changes resistances penetration: +25% darkness Changes damage: +9% nature / +6% fire Mental save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) =keep= clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) =keep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% darkness Changes damage: +10% darkness Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Blackqueen' (0 def, 4 armour) dwarven-steel helm 'Blackqueen' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +4 Cun / +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +15% mind / +25% darkness Changes damage: +18% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm of dexterity (+3) (0 def, 5 armour)miner's dwarven-steel helm of dexterity (+3) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (6 def, 4 armour)rejuvenating cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +2.20 Stamina each turn: +0.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (0 def, 11 armour)dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of crushing (0 def, 6 armour, 77.5 block)acidic dwarven-steel shield of crushing (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 7 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield (0 def, 7 armour, 126 block)reinforced dwarven-steel shield (0 def, 7 armour, 126 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. blazing quiver of yew arrows of torment (21/21, 31-44 power, 10 apr)blazing quiver of yew arrows of torment (21/21, 31-44 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +26 fire Damage (radius 2) on crit: +15 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of elven-wood arrows of accuracy (19/19, 40-56 power, 14 apr)inquisitor's quiver of elven-wood arrows of accuracy (19/19, 40-56 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 40.5 - 56.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon crit: * Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
61 alchemist agate 61 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. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
iron pickaxe (dig speed 37 turns) =dig= iron pickaxe (dig speed 37 turns) =dig=3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dimnoon =rpenet= Dimnoon =rpenet=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 11 fire Changes resistances: +6% acid / +5% fire Changes resistances penetration: +10% darkness Changes damage: +6% fire 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of amnesia (22/22, 30-36 power, 3 apr)pouch of dwarven-steel shots of amnesia (22/22, 30-36 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
steel torque of gale force 'Duathelgrit' [power 165] (6/15 cooldown) =current= steel torque of gale force 'Duathelgrit' [power 165] (6/15 cooldown) =current=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +4 Mag / +4 Cun / +3 Con Infravision radius: +1 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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 30 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. |
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. |
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. |
7 zircon 7 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 Ras'Taban the Higher Necromancer level 24
53rd Regrowth 123rd year of Ascendancy at 06:06 see stats
By Ras'Taban the Higher Necromancer level 13
7th Dusk 122nd year of Ascendancy at 17:31 see stats
By Ras'Taban the Higher Necromancer level 23
32nd Regrowth 123rd year of Ascendancy at 08:36 see stats
By Ras'Taban the Higher Necromancer level 20
4th Allure 123rd year of Ascendancy at 06:31 see stats
By Ras'Taban the Higher Necromancer level 13
7th Dusk 122nd year of Ascendancy at 17:31 see stats
By Ras'Taban the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 01:29 see stats
By Ras'Taban the Higher Necromancer level 20
3rd Allure 123rd year of Ascendancy at 15:56 see stats
By Ras'Taban the Higher Necromancer level 18
75th Haze 122nd year of Ascendancy at 02:35 see stats
By Ras'Taban the Higher Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 14:22 see stats
By Ras'Taban the Higher Necromancer level 26
56th Regrowth 123rd year of Ascendancy at 01:13 see stats
By Ras'Taban the Higher Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 22:31 see stats
By Ras'Taban the Higher Necromancer level 17
69th Haze 122nd year of Ascendancy at 02:07 see stats
By Ras'Taban the Higher Necromancer level 10
2nd Flare 122nd year of Ascendancy at 15:22 see stats
By Ras'Taban the Higher Necromancer level 17
68th Haze 122nd year of Ascendancy at 11:28 see stats
By Ras'Taban the Higher Necromancer level 19
1st Allure 123rd year of Ascendancy at 23:16 see stats
By Ras'Taban the Higher Necromancer level 26
56th Regrowth 123rd year of Ascendancy at 01:18 see stats
Log
Lisadhena the Guardian hits Ras'Taban for (32 absorbed), 49 darkness, 6 nature, 4 darkness, 36 darkness, 111 darkness, 17 blight, 16 fire, 4 darkness, 39 darkness (288 total damage).
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Lisadhena the Guardian is no longer out of phase.
Ras'Taban unleashes a blast of frostdusk as he crosses the veil!
Lisadhena the Guardian steals life from Armoured skeleton warrior!
Ras'Taban hits Lisadhena the Guardian for (36 to time), 0 cold, (44 to time), 0 darkness (0 total damage).
Bane of Confusion from Ras'Taban hits Lisadhena the Guardian for (13 to time), 0 darkness (0 total damage).
Melee retaliation hits Lisadhena the Guardian for (3 to time), 0 physical (0 total damage).
Lisadhena the Guardian hits Armoured skeleton warrior for (9 flat reduction), 88 darkness, (5 flat reduction), 0 nature, (4 flat reduction), 0 darkness, (9 flat reduction), 31 darkness, (9 flat reduction), 70 darkness (190 total damage).
Lisadhena the Guardian killed Armoured skeleton warrior!
Ras'Taban casts Consume Soul.
Ras'Taban receives 260 healing.
Armoured skeleton warrior misses Lisadhena the Guardian.
Spikes of Decrepitude hits Lisadhena the Guardian for (10 to time), 0 cold, (12 to time), 0 darkness (0 total damage).
Rotting Disease from Lisadhena the Guardian hits Ras'Taban for 20 blight damage.
Melee retaliation hits Lisadhena the Guardian for (5 to time), 0 cold, (4 to time), 0 nature, (5 to time), 0 cold, (4 to time), 0 nature (0 total damage).
Bane of Confusion from Ras'Taban hits Lisadhena the Guardian for (17 to time), 0 darkness (0 total damage).
Lisadhena the Guardian hits Ras'Taban for 74 darkness, 5 nature, 3 darkness, 31 darkness, 73 darkness, 15 blight, 13 fire, 3 darkness, 31 darkness (251 total damage).
Ras'Taban casts Ghost Walk.
Ras'Taban is out of phase.
Ras'Taban's form becomes intangible!
Spikes of Decrepitude hits Lisadhena the Guardian for (10 to time), 0 cold, (12 to time), 0 darkness (0 total damage).
Rotting Disease from Lisadhena the Guardian hits Ras'Taban for 12 blight damage.
Something performs a melee critical strike against Ras'Taban!
Something hits Ras'Taban for 65 darkness, 4 nature, 2 darkness, 24 darkness, 0 darkness, 12 blight (110 total damage).
Ras'Taban the level 27 higher necromancer was debilitated by noxious blight before falling to death by Lisadhena the Guardian on level 6 of Dreadfell.