Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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:
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 | Drem |
Class | Arcane Blade |
Level / Exp | 34 / 57% |
Size | medium |
Lifes / Deaths | Killed by Isaba the copperhead snake at level 34 on the 43rd Steel 123rd year of Ascendancy at 04:12 / 1 |
Primary Stats
Strength | 43 (base 13) |
Dexterity | 42 (base 21) |
Constitution | 33 (base 10) |
Magic | 101 (base 60) |
Willpower | 34 (base 10) |
Cunning | 98 (base 60) |
Resources
Life | -244/1045 |
Mana | 305/580 |
Stamina | 147/279 |
Steam | 100/100 |
Healing Factor | 1.4789294477289 |
Regeneration | 7.3207007662581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9539925233403E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 44.519345751312 |
See Invisible | 56.519345751312 |
Offense: Mainhand
Damage | 56 |
Accuracy | 50 |
Crit Chance | 31% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +15% |
Arcane | +14% |
Cold | +22% |
All | 0% |
Lightning | +51% |
Temporal | +16% |
Physical | +20% |
Fire | +18% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +15% |
Acid | +5% |
Arcane | +25% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 10 (55.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 33 |
Mental Save | 45 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 42%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 52%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Disarm Resistance | 100% |
Confusion Resistance | 51% |
Silence Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 94 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 1102% for 10 turns (29 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 snow giant kidney. * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | Amyrain (0 def, 1 armour) Amyrain (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Dex / +2 Mag / +3 Con Changes resistances: +7% lightning / +6% temporal / +6% darkness / +9% fire / +9% nature Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% A pair of boots made of leather. |
Light source | Eilinurianne the alchemist's lamp Eilinurianne the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +2% physical Physical save: +10 (+4 eff.) Maximum life: +129.00 Light radius: +7 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lisimira the hardened leather hat (0 def, 3 armour) Lisimira the hardened leather hat (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +9% acid / +8% physical / +18% cold / +7% lightning / +14% fire Changes damage: +15% blight Critical mult.: +5.00% Physical save: +10 (+4 eff.) Silence immunity: +40% Mana when firing critical spell: +2.00 Maximum mana: +40.00 A hat made of leather. Very stylish. |
Tool | Cleansekarma the voratun torque of clear mind [power 3] (22 cooldown) Cleansekarma the voratun torque of clear mind [power 3] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +3 Str / +4 Mag Changes resistances: +6% nature Infravision radius: +2 See invisible: +12 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Kuroleg the copper ring Kuroleg the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +20% lightning / +5% arcane Changes resistances penetration: +5% acid / +5% temporal Changes damage: +10% lightning / +9% arcane Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused 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 4 tidal wave that expands slowly over 7 turns, dealing 15.10 cold and 14.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | Xoratta the Blastgasher Xoratta the Blastgasher Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +6% lightning / +12% darkness Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +9% fire Life regen: +1.70 Healing mod.: +15% Slows Projectiles: +20% A belt that goes around your waist. |
In main hand | elven-wood starstaff 'Ereroddarion' (139% power, 5 apr, lightning element) elven-wood starstaff 'Ereroddarion' (139% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 139% Range: 1.2x 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% On weapon hit: * shock your foe dealing 30 damage and draining some of their resources When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag / +12 Wil / +5 Cun Changes resistances penetration: +5% temporal Changes damage: +32% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +78.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Yvumirin' (0 def, 2 armour) hardened leather gloves 'Yvumirin' (0 def, 2 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Damage (Melee): 8 nature Changes stats: +3 Dex / +2 Con Changes resistances: +6% nature Changes damage: +3% nature / +9% physical Talent granted: +3 Iron Grip Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +103% When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | timebroken cashmere robe of alchemy (0 def, 4 armour) timebroken cashmere robe of alchemy (0 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Changes stats: +4 Mag / +3 Wil Changes resistances: +13% acid / +11% physical / +15% fire / +15% cold / +11% all Changes damage: +7% acid / +16% temporal / +9% fire / +7% cold / +5% arcane / +11% physical Talent cooldown: Refit Golem (-4 turns) Maximum mana: +24.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Dagorek (2 def, 0 armour) Dagorek (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Mag / +2 Wil / +8 Cun / +6 Con Changes resistances: +30% lightning Reduces incoming crit damage: 15.00% Physical save: +8 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +58.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Harikor HarikorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -7% Changes resistances: +9% temporal / +4% physical / +6% cold Changes resistances penetration: +25% arcane Physical save: +12 (+4 eff.) Silence immunity: +10% Life regen: +3.00 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. steam generator implant (steam 9)steam generator implant (steam 9) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 56; cd 14)healing infusion (heal 56; 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 instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 114; cd 15) healing infusion of the titan (heal 114; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 605 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Ablative Armour schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field 3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread 2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw 4 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Yvarevena YvarevenaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% light / +3% nature Changes resistances penetration: +20% temporal Talent mastery: +0.10 Wild-gift / Harmony Spell save: +18 (+8 eff.) Life regen: +4.00 Amulets make your neck look great! |
gold amulet 'Serpentwill' gold amulet 'Serpentwill'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Str / +3 Cun / +5 Con Changes resistances penetration: +15% nature Amulets make your neck look great! |
restful copper amulet of dexterity (+3) restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +2.00 Amulets make your neck look great! |
voratun amulet 'Gleamstun' voratun amulet 'Gleamstun'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 10 physical Changes stats: +3 Con Changes resistances: +6% blight / +6% light Critical mult.: +15.00% Physical save: +15 (+5 eff.) Life regen: +5.00 Maximum life: +50.00 Amulets make your neck look great! |
Salymina SalyminaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes damage: +12% physical Critical mult.: +10.00% Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +23% Stamina each turn: +3.00 Psi when hit: +0.08 Maximum life: +28.00 Rings make your fingers look great! |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
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: +20% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
savage's steel ring savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+6 eff.) Maximum stamina: +19.00 Rings make your fingers look great! |
steel ring 'Adorimina' steel ring 'Adorimina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +30 (+10 eff.) Changes stats: +6 Str / +2 Con Changes resistances: +24% light Changes damage: +12% light Stamina each turn: +3.00 Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
balanced dwarven-steel dagger of enduring (118% power, 7 apr) balanced dwarven-steel dagger of enduring (118% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x 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: +7 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Con / +8 Wil Disarm immunity: +22% Maximum life: +21.00 Sharp, short and deadly. |
enhanced stralite dagger of torment (136% power, 9 apr) enhanced stralite dagger of torment (136% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +7 Str / +6 Dex / +5 Mag / +9 Wil / +5 Cun / +7 Con Sharp, short and deadly. |
steel mace 'Cuthyrion' (127% power, 3 apr) steel mace 'Cuthyrion' (127% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 26 Damage (Melee): +8 mind When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes stats: +5 Mag / +3 Wil / +1 Cun / +4 Con Changes resistances penetration: +7% all Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hateful living mindstar of sand (115% power, 40 apr, mind damage)hateful living mindstar of sand (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 physical Changes resistances: +7% physical Changes resistances penetration: +10% physical / +9% mind / +12% darkness Changes damage: +4% physical / +8% mind / +12% darkness Talent granted: +1 Attune Mindstar Maximum hate: +5.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. wrathful pulsing mindstar of life (104% power, 32 apr, nature damage)wrathful pulsing mindstar of life (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x 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: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Maximum life: +27.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +6% 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. blazebringer's hardened leather sling of fireblazebringer's hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +9 fire Damage (radius 2) on crit: +31 fire When wielded/worn: Changes resistances penetration: +12% fire Changes damage: +12% fire Global speed: +3% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood magestaff (129% power, 5 apr, arcane element)infernal elven-wood magestaff (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Damage (Melee): 23 fire Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +18 (+5 eff.) Spell crit. chance: +4% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of might (129% power, 5 apr, lightning element) lifebinding elven-wood magestaff of might (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Changes stats: +5 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +16 (+4 eff.) Spell crit. chance: +13% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of might (138% power, 5 apr, lightning element) potent elven-wood magestaff of might (138% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x 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: Changes damage: +31% lightning Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Kudar the Phoenixsaw Kudar the PhoenixsawInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +6% lightning / +6% temporal / +6% cold / +6% acid / +3% fire A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Splendourvalor the hardened leather beltSplendourvalor the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% arcane Changes damage: +12% light Physical save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Maximum life: +100.00 Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
noble's hardened leather belt of burglary noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +9 Cun / +6 Lck Damage against: +17% Summoned Reduced damage from: +24% Summoned Trap disarming bonus: +9 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
Icewolf (1 def, 0 armour) Icewolf (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +5 Wil / +4 Con Changes damage: +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkhunger (2 def, 0 armour) Sparkhunger (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+7 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Str / +2 Dex Changes resistances: +18% darkness Changes resistances penetration: +10% darkness Changes damage: +6% lightning / +6% physical / +17% darkness Stealth bonus: +13 Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Flarestreak' (3 def, 0 armour) elven-silk cloak 'Flarestreak' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% light Changes resistances penetration: +25% fire Physical save: +19 (+7 eff.) Mental save: +27 (+9 eff.) Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zubuda' (7 def, 0 armour) linen cloak 'Zubuda' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +3% darkness / +9% fire Physical save: +6 (+2 eff.) Maximum life: +20.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of the hunter (2 def, 0 armour)murderer's cashmere cloak of the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Cun / +3 Dex Maximum life: +51.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 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. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe (0 def, 0 armour)dreamer's silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% darkness / +16% mind / +13% all Physical save: +14 (+5 eff.) Spell save: +18 (+8 eff.) Mental save: +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of frost (+18%) (0 def, 0 armour) silk robe of frost (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadowstar (0 def, 5 armour) Shadowstar (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Changes stats: +3 Str / +3 Con Changes resistances penetration: +25% darkness Stamina each turn: +2.00 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 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. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of tirelessness (0 def, 4 armour)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% Stamina each turn: +0.50 Maximum stamina: +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glorathra' (4 def, 1 armour) pair of rough leather boots 'Glorathra' (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Changes stats: +1 Dex / +4 Mag / +2 Con See invisible: +9 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Bethokira the hardened leather gloves (0 def, 2 armour) Bethokira the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +3 Dex / +6 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mental crit. chance: +3% When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of archery (0 def, 3 armour) spellstreaming drakeskin leather gloves of archery (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +3 Changes stats: +4 Cun / +4 Dex Mana each turn: +0.17 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 128% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +9 arcane It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flameminister (6 def, 0 armour) Flameminister (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +7 Cun Changes damage: +6% fire Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Ivewyn the Smoldervein (0 def, 3 armour) Ivewyn the Smoldervein (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Mag / +4 Wil / +7 Con Changes resistances penetration: +10% fire Changes damage: +3% cold Light radius: +3 A cap made of leather. |
cashmere wizard hat 'Brenufang' (2 def, 0 armour) cashmere wizard hat 'Brenufang' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% acid / +6% cold / +12% blight Changes damage: +13% acid / +6% mind Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather hat of the bounder (0 def, 3 armour)hardened leather hat of the bounder (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of Eyal (4 def, 8 armour)radiant stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +14% blight / +19% darkness Life regen: +2.00 Maximum life: +43.00 Light radius: +1 Healing mod.: +14% A suit of armour made of mail. |
3 agate 3 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. |
375 alchemist agate 375 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. |
aquamarine 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 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
Galeshaper (dig speed 25 turns) Galeshaper (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str Changes resistances: +9% acid / +6% darkness / +3% nature / +6% light Changes damage: +3% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Starquell' (dig speed 14 turns) dwarven-steel pickaxe 'Starquell' (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +5 Cun / +2 Str Changes resistances penetration: +15% blight Changes damage: +15% light / +3% blight Lowers spell cool-downs by: 10% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 26 turns) dwarven-steel pickaxe of quickening (dig speed 26 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)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. |
4 emerald 4 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blackstun BlackstunInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +3% darkness Changes damage: +9% nature / +3% darkness Maximum life: +42.00 Light radius: +4 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. |
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.(89 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Sunscar the brass lantern Sunscar the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% fire / +12% mind Changes resistances penetration: +5% acid Maximum life: +44.00 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. |
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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 2 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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
dwarven steel deflection field dwarven steel deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Defense: +6 (+2 eff.) Slows Projectiles: +15% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge dwarven steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
Bethanne the iron torque of psionic shield [power 23] (22 cooldown) Bethanne the iron torque of psionic shield [power 23] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Critical mult.: +5.00% Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Lisuth' [power 296] (13 cooldown) yew totem of healing 'Lisuth' [power 296] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +15% acid / +5% arcane / +9% blight Pinning immunity: +20% Teleport immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 65. Natural totems are made by powerful wilders to store nature power. |
amethyst 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 26 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. |
8 ametrine 8 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. |
8 citrine 8 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 arcb the Drem Arcane Blade level 31
35th Steel 123rd year of Ascendancy at 21:59 see stats
By arcb the Drem Arcane Blade level 31
34th Steel 123rd year of Ascendancy at 06:57 see stats
By arcb the Drem Arcane Blade level 28
6th Steel 123rd year of Ascendancy at 13:51 see stats
By arcb the Drem Arcane Blade level 29
30th Steel 123rd year of Ascendancy at 14:30 see stats
By arcb the Drem Arcane Blade level 33
42nd Steel 123rd year of Ascendancy at 18:57 see stats
By arcb the Drem Arcane Blade level 33
42nd Steel 123rd year of Ascendancy at 06:46 see stats
By arcb the Drem Arcane Blade level 22
22nd Shortage 122nd year of Ascendancy at 13:36 see stats
By arcb the Drem Arcane Blade level 28
29th Iron 123rd year of Ascendancy at 03:52 see stats
By arcb the Drem Arcane Blade level 24
9th Iron 123rd year of Ascendancy at 00:49 see stats
By arcb the Drem Arcane Blade level 10
27th Voratun 122nd year of Ascendancy at 03:01 see stats
By arcb the Drem Arcane Blade level 20
33rd Profit 122nd year of Ascendancy at 11:54 see stats
By arcb the Drem Arcane Blade level 30
32nd Steel 123rd year of Ascendancy at 07:29 see stats
By arcb the Drem Arcane Blade level 22
18th Dearth 122nd year of Ascendancy at 05:26 see stats
By arcb the Drem Arcane Blade level 31
38th Steel 123rd year of Ascendancy at 15:34 see stats
By arcb the Drem Arcane Blade level 19
31st Profit 122nd year of Ascendancy at 18:12 see stats
By arcb the Drem Arcane Blade level 34
42nd Steel 123rd year of Ascendancy at 22:52 see stats
By arcb the Drem Arcane Blade level 17
25th Profit 122nd year of Ascendancy at 11:58 see stats
By arcb the Drem Arcane Blade level 6
18th Voratun 122nd year of Ascendancy at 23:39 see stats
By arcb the Drem Arcane Blade level 13
6th Profit 122nd year of Ascendancy at 00:05 see stats
By arcb the Drem Arcane Blade level 25
12nd Iron 123rd year of Ascendancy at 22:32 see stats
By arcb the Drem Arcane Blade level 14
12nd Profit 122nd year of Ascendancy at 21:39 see stats
By arcb the Drem Arcane Blade level 30
32nd Steel 123rd year of Ascendancy at 20:10 see stats
Log
arcb teleports some damage to Isaba the copperhead snake!
Melee retaliation hits Isaba the copperhead snake for (2 flat reduction), 0 temporal, (4 flat reduction), 0 darkness, (5 flat reduction), 0 nature (0 total damage).
Thunderstorm hits Isaba the copperhead snake for (31 flat reduction), 0 lightning (0 total damage).
Isaba the copperhead snake hits arcb for (499 teleported), (150 absorbed), 0 physical, (18 absorbed), 0 arcane (0 total damage).
Isaba the copperhead snake hits Isaba the copperhead snake for 499 teleported damage.
Rampaging hits Isaba the copperhead snake for (86 rampage shugs off) damage.
Isaba the copperhead snake has shrugged off 86 damage and is ready for more.
Black Blood Bleeding from Arcb hits Isaba the copperhead snake for (30 flat reduction), 0 darkness (0 total damage).
Mindrot hits arcb for (22 absorbed), 0 mind, (14 absorbed), 0 darkness (0 total damage).
Isaba the copperhead snake throws two quick punches.
Your shield crumbles under the damage!
The shield around arcb crumbles.
Arcb is recovering from the damage!
Melee retaliation hits Isaba the copperhead snake for (2 flat reduction), 0 temporal, (4 flat reduction), 0 darkness, (5 flat reduction), 0 nature, (2 flat reduction), 0 temporal, (4 flat reduction), 0 darkness, (5 flat reduction), 0 nature (0 total damage).
Isaba the copperhead snake hits arcb for (171 absorbed), 27 physical, 17 arcane, 203 physical, 17 arcane (264 total damage).
Arcb uses Infusion: Movement.
Arcb is moving at extreme speed!
Arcb's spell attains critical power!
Thunderstorm hits Isaba the copperhead snake for (53 flat reduction), (3 rampage shugs off), 0 lightning (0 total damage).
Isaba the copperhead snake has shrugged off 3 damage and is ready for more.
Black Blood Bleeding from Arcb hits Isaba the copperhead snake for (30 flat reduction), 0 darkness (0 total damage).
Isaba the copperhead snake uses Butterfly Kick.
Isaba the copperhead snake performs a melee critical strike against arcb!
Melee retaliation hits Isaba the copperhead snake for (2 flat reduction), 0 temporal, (4 flat reduction), 0 darkness, (5 flat reduction), 0 nature (0 total damage).
Isaba the copperhead snake hits arcb for 575 physical damage.
arcb the level 34 drem arcane blade was ground to death by Isaba the copperhead snake on level 1 of Unremarkable Cave.
The furious lightning storm around arcb calms down and disappears.