Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto Transmogrify on Rest 1.0.0Automatically Transmogrify things you'll never use when you rest. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 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:
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.
Rename tags 1.7.4Allows to rename tags instead of Tag-with-typo -> Untag -> Tag without typo. In version 1. 0. 1 tags are limited not to 25 characters, but to 1000. Beware, that too long lines will stretch item's dialog windows, so you'll have to guess (or remember) which menu item takes which position. 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:
Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Higher |
Class | Alchemist |
Level / Exp | 24 / 69% |
Size | medium |
Lifes / Deaths | Killed by Adyyabeth the ghoul at level 17 on the 29th Dusk 122nd year of Ascendancy at 18:29 5 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 26 (base 11) |
Constitution | 50 (base 38) |
Magic | 52 (base 40) |
Willpower | 55 (base 35) |
Cunning | 27 (base 10) |
Resources
Life | 729/729 |
Mana | 436/436 |
Healing Factor | 1.3286847857242 |
Regeneration | 5.6469103393279 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 2 |
Offense: Mainhand
Damage | 53 |
Accuracy | 40 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +64% |
Darkness | +21% |
Cold | +10% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 9.4251341186893 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 40 |
Mental Save | 38 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 32%( 70%) |
All | + 9%( 70%) |
Physical | + 10%( 70%) |
Lightning | + 32%( 70%) |
Light | + 38%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 11%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 27%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 0% |
Blind Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 935% for 10 turns (46 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -209 life. The duration and life will increase by 1% for every 1% life you have lost (currently 209 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Frost Infusion |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 43. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 hummerhorn wing. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. | 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 |
Equipment
On feet | grounding pair of rough leather boots of disengagement (0 def, 1 armour) =RLg6 RT6= grounding pair of rough leather boots of disengagement (0 def, 1 armour) =RLg6 RT6=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Dex Changes resistances: +6% lightning / +6% temporal It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | 36 alchemist emerald =DPois50= 36 alchemist emerald =DPois50=0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
Light source | Lightbright the brass lantern =RB6 RN12 DLt12 DD9 Regen3= Lightbright the brass lantern =RB6 RN12 DLt12 DD9 Regen3=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Con Changes resistances: +6% blight / +12% nature Changes damage: +12% light / +9% darkness Life regen: +3.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Betyrawe the Dazzlemonster (0 def, 1 armour) =RLt11 RD10 DLt9= Betyrawe the Dazzlemonster (0 def, 1 armour) =RLt11 RD10 DLt9=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 light Changes stats: +1 Cun / +3 Con Changes resistances: +11% light / +10% darkness Changes damage: +9% light Infravision radius: +1 A cap made of leather. |
Tool | extending ash totem of healing [power 176] (15 cooldown) extending ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | Kyndil the Frozenhue =RPC10 DC3 DLt9= Kyndil the Frozenhue =RPC10 DC3 DLt9=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Wil Changes resistances penetration: +10% cold Changes damage: +9% light / +3% cold Mental save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Relgusalen the steel ring =MaxEnc22= Relgusalen the steel ring =MaxEnc22=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind Changes stats: +9 Wil Critical mult.: +15.00% Maximum encumbrance: +22 Mental save: +6 (+2 eff.) Maximum hate: +4.00 Rings make your fingers look great! |
Around waist | Blindkill =RN3 DD12= Blindkill =RN3 DD12=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +3% nature Changes damage: +12% darkness Physical save: +5 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Glaciervault the yew starstaff (120% power, 4 apr, light element) Glaciervault the yew starstaff (120% power, 4 apr, light element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x 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: Effects on melee hit: * 20% chance to reduce armor by 31% Damage when hit (Melee): 6 cold Changes stats: +4 Wil Changes damage: +3% acid / +20% light / +3% mind Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | Manohell (0 def, 2 armour) =RAc7 RPh2 RM3 DAc3 HP100= Manohell (0 def, 2 armour) =RAc7 RPh2 RM3 DAc3 HP100=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes resistances: +7% acid / +2% physical / +3% mind Changes damage: +3% acid Blindness immunity: +20% Equilibrium when hit: +0.04 Maximum life: +100.00 Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe of light (+21%) (0 def, 0 armour) =RLt21 R*9 DLt14= woollen robe of light (+21%) (0 def, 0 armour) =RLt21 R*9 DLt14=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% light / +9% all Changes damage: +14% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Lisobeth' (13 def, 0 armour) =RC6 RN6 RT9 HP102= elven-silk cloak 'Lisobeth' (13 def, 0 armour) =RC6 RN6 RT9 HP102=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +13 (+4 eff.) Fatigue: -6% Changes stats: +2 Dex / +2 Wil / +3 Cun Changes resistances: +6% cold / +6% nature / +9% temporal Mental save: +13 (+5 eff.) Maximum life: +102.00 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. |
Around neck | Radherorim the steel amulet =Regen1 LightRadius2 MSpeed10= Radherorim the steel amulet =Regen1 LightRadius2 MSpeed10=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +17 (+5 eff.) Fatigue: -5% Changes stats: +5 Dex / +8 Cun / +7 Con / +16 Lck Life regen: +1.00 Stamina each turn: +0.50 Light radius: +2 Movement speed: +10% Reduce all damage from unseen attackers: 24% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 565%; cd 15) movement infusion of the psychic (speed 565%; 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 increase movement speed by 565% 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. 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. |
wild infusion (res 15%; mental; dur 2; cd 12) wild infusion (res 15%; mental; dur 2; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the sneak (range 5; phase 15; cd 18) blink rune of the sneak (range 5; phase 15; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 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 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
ethereal rune of the wizard (power 17; resist 18%; move 34%; dur 5; cd 22) ethereal rune of the wizard (power 17; resist 18%; move 34%; dur 5; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 34% faster, and you are invisible (power 17). Its effects scale with your Magic 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. |
shatter afflictions rune of the psychic (absorb 75; cd 17) shatter afflictions rune of the psychic (absorb 75; cd 17)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: 17 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 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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. Press to compare to your current inscriptions |
Blindsting =RD15 RPLg15 DLg6 Regen1 MSpeed10= Blindsting =RD15 RPLg15 DLg6 Regen1 MSpeed10=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 darkness / 4 lightning Changes stats: +5 Dex / +6 Cun / +5 Con Changes resistances: +15% darkness Changes resistances penetration: +15% lightning Changes damage: +6% lightning Life regen: +1.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Dairiharabers the Breezesear =RN3 DLg9 DN3= Dairiharabers the Breezesear =RN3 DLg9 DN3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +4 Str / +1 Mag Changes resistances: +3% nature Changes damage: +9% lightning / +3% nature Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying gold amulet =RM15 RConf28= clarifying gold amulet =RM15 RConf28=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Confusion immunity: +28% Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming =ManaRegen0.16= mindweaver's steel amulet of manastreaming =ManaRegen0.16=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +3 Mag Mental save: +5 (+2 eff.) Confusion immunity: +12% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +26.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
stabilizing copper amulet =RT10= stabilizing copper amulet =RT10=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
steel amulet 'Belilravea' =RLg6 RLt17 RAr5 RN6 RD16= steel amulet 'Belilravea' =RLg6 RLt17 RAr5 RN6 RD16=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +5 Wil Changes resistances: +6% lightning / +17% light / +16% darkness / +6% nature / +5% arcane Blindness immunity: +21% Amulets make your neck look great! |
copper ring 'Earyleg' copper ring 'Earyleg'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +2 Wil Changes damage: +6% blight Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+5 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring of time (+10%) =RT10 DT10= copper ring of time (+10%) =RT10 DT10=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! |
gold ring of arcana (+0.10/turn) gold ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +30% Mana each turn: +0.10 Rings make your fingers look great! |
steel ring 'Beledheldalaith' =RAc18= steel ring 'Beledheldalaith' =RAc18=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Defense: +10 (+3 eff.) Changes stats: +3 Str Changes resistances: +18% acid Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
steel ring 'Mosus' =RAc21= steel ring 'Mosus' =RAc21=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +21% acid Blindness immunity: +20% Disarm immunity: +20% Confusion immunity: +10% Mindpower: +6 (+3 eff.) Healing mod.: +10% Rings make your fingers look great! |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
magewarrior's short yew starstaff of breaching (120% power, 4 apr, light element) =D*20 RP*10= magewarrior's short yew starstaff of breaching (120% power, 4 apr, light element) =D*20 RP*10=Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Changes resistances penetration: +10% light Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Dagidulen =RAc18 RM6 RAr5= Dagidulen =RAc18 RM6 RAr5=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +18% acid / +6% mind / +5% arcane Physical save: +7 (+4 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
insulating rough leather belt of the giants =RC6 RF5= insulating rough leather belt of the giants =RC6 RF5=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% fire / +6% cold Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Torolar' =Regen1= rough leather belt 'Torolar' =Regen1=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 mind / 2 physical Changes resistances penetration: +5% physical Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
Flameradiance (6 def, 2 armour) =RM9 DF3= Flameradiance (6 def, 2 armour) =RM9 DF3=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Changes resistances: +9% mind Changes damage: +3% fire Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Cut immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Veliba the Brandcutter (1 def, 0 armour) =RF9 DF3 RStun20= Veliba the Brandcutter (1 def, 0 armour) =RF9 DF3 RStun20=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +9% fire Changes damage: +3% fire Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) =RD13 RT14= cashmere cloak of the voidstalker (2 def, 0 armour) =RD13 RT14=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% darkness / +14% temporal Defense after a teleport: +18 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Durerim' (1 def, 6 armour) =RAr5 RC12 RLt3 RT6 HP60= linen cloak 'Durerim' (1 def, 6 armour) =RAr5 RC12 RLt3 RT6 HP60=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% temporal / +12% cold / +5% arcane / +3% light Reduces incoming crit damage: 5.00% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of implacability (1 def, 0 armour) =Die-50 HP32= resilient linen cloak of implacability (1 def, 0 armour) =Die-50 HP32=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Glodhewyn' (0 def, 0 armour) =RC15 R*7 DPPh5 DC10= linen robe 'Glodhewyn' (0 def, 0 armour) =RC15 R*7 DPPh5 DC10=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +1 Wil / +1 Con Changes resistances: +15% cold / +7% all Changes resistances penetration: +5% physical Changes damage: +10% cold Physical save: +12 (+6 eff.) Stamina each turn: +2.00 Light radius: +4 Infravision radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of lightning (+16%) (0 def, 0 armour) =RLg16 R*7 DLg11 D*2= linen robe of lightning (+16%) (0 def, 0 armour) =RLg16 R*7 DLg11 D*2=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +16% lightning / +7% all Changes damage: +11% lightning / +2% all Spell crit. chance: +1% Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of darkness (+19%) (0 def, 0 armour) =RD19 R*9 DD13= mindwoven woollen robe of darkness (+19%) (0 def, 0 armour) =RD19 R*9 DD13=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% darkness / +9% all Changes damage: +13% darkness Mental save: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mind (+10%) (0 def, 0 armour) =RM10 R*9 DM10= mindwoven woollen robe of the mind (+10%) (0 def, 0 armour) =RM10 R*9 DM10=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind / +9% all Changes damage: +10% mind Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of nature (+21%) (0 def, 0 armour) =RN21 R*13 DN23= verdant silk robe of nature (+21%) (0 def, 0 armour) =RN21 R*13 DN23=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +21% nature / +13% all Changes damage: +23% nature Poison immunity: +36% Disease immunity: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of corrosion (+18%) (0 def, 0 armour) =RAc18 R*9 DAc12= woollen robe of corrosion (+18%) (0 def, 0 armour) =RAc18 R*9 DAc12=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% acid / +9% all Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of speed (0 def, 1 armour) =RC6 RF6 MSpeed25= insulating pair of rough leather boots of speed (0 def, 1 armour) =RC6 RF6 MSpeed25=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold Movement speed: +25% A pair of boots made of leather. |
pair of rough leather boots 'Naturespar' (0 def, 1 armour) =MaxEnc22 RT3 RPT25= pair of rough leather boots 'Naturespar' (0 def, 1 armour) =MaxEnc22 RT3 RPT25=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +3% temporal Changes resistances penetration: +25% temporal Changes damage: +9% nature Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Phoenixsweep' (15 def, 1 armour) =DF6 Regen1= pair of rough leather boots 'Phoenixsweep' (15 def, 1 armour) =DF6 Regen1=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes damage: +6% fire Physical save: +12 (+6 eff.) Poison immunity: +10% Life regen: +1.00 Healing mod.: +11% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) =RF10 DF5= Flamewrought (0 def, 2 armour) =RF10 DF5=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour) =RN10 DN5= Sludgegrip (0 def, 0 armour) =RN10 DN5=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves of the starseeker (0 def, 2 armour) =RLt7 RD7= hardened leather gloves of the starseeker (0 def, 2 armour) =RLt7 RD7=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +4 Mag Changes resistances: +7% light / +7% 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 Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 64.01 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves (0 def, 2 armour) =RLt8 DLt5= radiant hardened leather gloves (0 def, 2 armour) =RLt8 DLt5=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 light Changes resistances: +8% light Changes damage: +5% light 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. |
umbral rough leather gloves of spellstriking (0 def, 1 armour) =RAr4 RD6 DAr5 DD4= umbral rough leather gloves of spellstriking (0 def, 1 armour) =RAr4 RD6 DAr5 DD4=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane / 6 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane / +6% darkness Changes damage: +5% arcane / +4% darkness Spellpower: +6 (+2 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. |
Cloud Caller (0 def, 0 armour) =RLg10 RC10 DLg10 DC10= Cloud Caller (0 def, 0 armour) =RLg10 RC10 DLg10 DC10=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.96 lightning damage (65.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hahor the linen wizard hat (1 def, 0 armour) =RLg3 RF9 RD16 DD11 Die-60= Hahor the linen wizard hat (1 def, 0 armour) =RLg3 RF9 RD16 DD11 Die-60=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances: +3% lightning / +9% fire / +16% darkness Changes damage: +11% darkness Confusion immunity: +10% Only die when reaching: -60.00 life Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
Hettogrim the linen wizard hat (1 def, 0 armour) =RF16 DF11 DPh9 Die-80= Hettogrim the linen wizard hat (1 def, 0 armour) =RF16 DF11 DPh9 Die-80=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +1 (+0 eff.) Changes resistances: +16% fire Changes damage: +9% physical / +11% fire Critical mult.: +5.00% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Ichoredge the linen wizard hat (1 def, 0 armour) =RD16 RPN15 DD17 DPh6= Ichoredge the linen wizard hat (1 def, 0 armour) =RD16 RPN15 DD17 DPh6=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +16% darkness Changes resistances penetration: +15% nature Changes damage: +17% darkness / +6% physical Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
Nereyarin the rough leather cap (0 def, 1 armour) =RLg9 RT7 RF18 RAr5 RN3= Nereyarin the rough leather cap (0 def, 1 armour) =RLg9 RT7 RF18 RAr5 RN3=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% lightning / +7% temporal / +18% fire / +5% arcane / +3% nature Infravision radius: +1 A cap made of leather. |
Xyra the Blizzardwell (1 def, 0 armour) =RN16 RC3 RPC5 DB6 DC3 DN11= Xyra the Blizzardwell (1 def, 0 armour) =RN16 RC3 RPC5 DB6 DC3 DN11=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +16% nature / +3% cold Changes resistances penetration: +5% cold Changes damage: +6% blight / +3% cold / +11% nature A pointy cloth hat, very wizardly... |
aegis linen wizard hat (1 def, 0 armour) =Regen1.8= aegis linen wizard hat (1 def, 0 armour) =Regen1.8=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Life regen: +1.80 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
linen wizard hat 'Cracklebright' (1 def, 0 armour) =RF9 RM11 RC3 DM11 DLg3= linen wizard hat 'Cracklebright' (1 def, 0 armour) =RF9 RM11 RC3 DM11 DLg3=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire / +11% mind / +3% cold Changes damage: +11% mind / +3% lightning A pointy cloth hat, very wizardly... |
linen wizard hat of blight (+11%) (1 def, 0 armour) =RB11 DB11= linen wizard hat of blight (+11%) (1 def, 0 armour) =RB11 DB11=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% blight Changes damage: +11% blight A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour) =RC7 BreatheWater= rough leather cap of the depths (0 def, 1 armour) =RC7 BreatheWater=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water A cap made of leather. |
14 agate 14 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
142 alchemist agate =D5= 142 alchemist agate =D5=0.00 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. |
10 alchemist onyx =D15= 10 alchemist onyx =D15=0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
76 alchemist aquamarine =Mana20= 76 alchemist aquamarine =Mana20=0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
44 alchemist lapis lazuli =Mana30= 44 alchemist lapis lazuli =Mana30=0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
62 alchemist opal =D10= 62 alchemist opal =D10=0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
10 alchemist topaz =Range3= 10 alchemist topaz =Range3=0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
21 aquamarine 21 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 opal 19 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 topaz 26 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =Dig DB5= Tooth of the Mouth (dig speed 12 turns) =Dig DB5=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
48 alchemist spinel =Mana10= 48 alchemist spinel =Mana10=0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 spinel 15 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial =RLt30 DLt10= Summertide Phial =RLt30 DLt10=Infused 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.(112 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Treelord the brass lantern =RLt3 RF6 RPN25= Treelord the brass lantern =RLt3 RF6 RPN25=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +3% light / +6% fire Changes resistances penetration: +25% nature Light radius: +5 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. |
Unrogund the Tundrapierce =DC12= Unrogund the Tundrapierce =DC12=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% cold Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Cut immunity: +20% Mental crit. chance: +2% Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Betomiba' =RLg3 RC3 RSil10 RStun10 Regen4= brass lantern 'Betomiba' =RLg3 RC3 RSil10 RStun10 Regen4=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +3% lightning / +3% cold Physical save: +11 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Poison immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +10% Life regen: +4.00 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. |
brass lantern 'Scorpionflash' =DN15 DF12 HP45= brass lantern 'Scorpionflash' =DN15 DF12 HP45=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes damage: +15% nature / +12% fire Maximum life: +45.00 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. |
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. |
44 alchemist garnet =Regen5%= 44 alchemist garnet =Regen5%=0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Mykath the Shimmerguile [power 155] (15 cooldown) =RLg27 DLg9= Mykath the Shimmerguile [power 155] (15 cooldown) =RLg27 DLg9=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +27% lightning Changes damage: +9% lightning It can be used to blast the opponent's mind dealing 159 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of clear mind [power 2] (25 cooldown) cleansing steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 49] (25 cooldown) evasive steel torque of psionic shield [power 49] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
55 alchemist amethyst =DAr25= 55 alchemist amethyst =DAr25=0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
17 amethyst 17 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding [power 176] (20 cooldown) ash wand of shielding [power 176] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing yew wand of lightning storm [power 242] (15 cooldown) cleansing yew wand of lightning storm [power 242] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
50 alchemist quartz =DPhysRep10= 50 alchemist quartz =DPhysRep10=0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
7 quartz 7 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 alchemist ametrine =Light10= 40 alchemist ametrine =Light10=0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
21 alchemist citrine =Range1= 21 alchemist citrine =Range1=0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
30 alchemist zircon =Daze3t20= 30 alchemist zircon =Daze3t20=0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
21 zircon 21 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By BrBa the Higher Alchemist level 19
35th Dusk 122nd year of Ascendancy at 05:32 see stats
By BrBa the Higher Alchemist level 22
62nd Dusk 122nd year of Ascendancy at 07:52 see stats
By BrBa the Higher Alchemist level 20
41st Dusk 122nd year of Ascendancy at 12:48 see stats
By BrBa the Higher Alchemist level 19
35th Dusk 122nd year of Ascendancy at 00:35 see stats
By BrBa the Higher Alchemist level 10
2nd Mirth 122nd year of Ascendancy at 15:18 see stats
By BrBa the Higher Alchemist level 20
39th Dusk 122nd year of Ascendancy at 19:58 see stats
By BrBa the Higher Alchemist level 22
44th Dusk 122nd year of Ascendancy at 07:02 see stats
By BrBa the Higher Alchemist level 10
3rd Mirth 122nd year of Ascendancy at 09:54 see stats
By BrBa the Higher Alchemist level 19
35th Dusk 122nd year of Ascendancy at 05:32 see stats
By BrBa the Higher Alchemist level 21
43rd Dusk 122nd year of Ascendancy at 04:14 see stats
Log
Golem (servant of BrBa)'s ice coating crumbles away.
Wretchling's acid area effect hits Golem (servant of BrBa) for 11 acid damage.
Wretchling's acid area effect hits BrBa for 10 acid damage.
Talent Born into Magic is ready to use.
BrBa casts Rune: Manasurge.
BrBa starts to surge mana.
BrBa uses Infusion: Healing.
BrBa receives 197 healing from Infusion: Healing.
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Talent Fire Storm is ready to use.
Ran for 7 turns (stop reason: at exit).
You gain 11.99 gold from the transmogrification of pair of rough leather boots 'Woemire' (0 def, 1 armour).
There is a way to the next level here (press '' or right click to use).
Saving game...
Saving done.
BrBa stops surging mana.
Talent Infusion: Healing is ready to use.
Talent Rune: Manasurge is ready to use.
BrBa activates Defensive Posture.