








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 45 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake hatchling at level 3 on the 75th Pyre 122nd year of Ascendancy at 21:27 / 15Killed by animated mummy wrappings at level 5 on the 76th Pyre 122nd year of Ascendancy at 02:57 Killed by orc necromancer at level 19 on the 3rd Dusk 122nd year of Ascendancy at 16:18 Killed by Burb the snow giant champion at level 22 on the 9th Dusk 122nd year of Ascendancy at 00:11 Killed by poison spore at level 23 on the 9th Dusk 122nd year of Ascendancy at 03:54 Killed by Belessra the grave wight at level 25 on the 13rd Dusk 122nd year of Ascendancy at 07:55 Killed by medic turret at level 29 on the 20th Dusk 122nd year of Ascendancy at 12:09 Killed by armoured skeleton warrior at level 33 on the 29th Dusk 122nd year of Ascendancy at 22:59 Killed by ghoul at level 42 on the 58th Dusk 122nd year of Ascendancy at 23:58 Killed by armoured skeleton warrior at level 43 on the 62nd Dusk 122nd year of Ascendancy at 05:24 Killed by skeleton mage at level 43 on the 62nd Dusk 122nd year of Ascendancy at 11:32 Killed by armoured skeleton warrior at level 43 on the 62nd Dusk 122nd year of Ascendancy at 13:12 Killed by Lord of Skulls (warrior) at level 44 on the 65th Dusk 122nd year of Ascendancy at 15:45 Killed by Lord of Skulls (warrior) at level 44 on the 65th Dusk 122nd year of Ascendancy at 19:43 Killed by Sleeping Isuba at level 45 on the 67th Dusk 122nd year of Ascendancy at 16:42 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 62 (base 60) |
| Magic | 99 (base 60) |
| Willpower | 84 (base 32) |
| Cunning | 63 (base 35) |
Resources
| Life | 810/810 |
| Mana | 686/743 |
| Soul | 12/15 |
| Healing Factor | 1.4998029716162 |
| Regeneration | 15.372980459066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 1 |
| Lite | 7 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 14 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 39% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Acid | +30% |
| Cold | +18% |
| Darkness | +66% |
| Blight | +30% |
| Arcane | +18% |
| Fire | +40% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 61 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 45%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 9%( 70%) |
| Fire | + 13%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% 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 820% for 10 turns (683 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Rime wraith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Doomed For Eternity |
| talent | Reaping |
| talent | Suffer For Me |
| talent | Aura of Undeath |
| talent | Hiemal Shield |
| beneficial effect | Infinite Dungeon Challenge (Level 47): Near Sighted Challenge |
| detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Beyyagar (7 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: Random Artifact: Layuma (0 def, 13 armour, 78.5 block) | done |
Proceed directly to the next Infinite Dungeon level in less than 224 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (224)Turns left: 77 You completed the challenge and received: Random Artifact: Gleamwolf (0 def, 9 armour, 118.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 28): Mirror Match | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 30): Headhunter2 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (164)Turns left: 8 You completed the challenge and received: Random Artifact: Brightrupture (49-78 power, 3 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 33): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 36): Near SightedYou completed the challenge and received: Random Artifact: Starwild (25-32 power, 7 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 41): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 43): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): Exterminator | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 47): Near Sighted | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Xerenor (12-17 power, 2 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | undeterred pair of rough leather boots of evasion (4 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +23% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
| On head | Shiverroar the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +10 Mag / +13 Wil / +7 Cun / +2 Con Changes resistances: +24% darkness Changes damage: +16% darkness Spell save: +14 (+4 eff.) Mental save: +30 (+8 eff.) Mental crit. chance: +7% Light radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 162 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | dragonbone wand of lightning storm 'Glacierhunter' [power 446] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 6 cold Changes resistances penetration: +25% cold Changes damage: +12% nature / +3% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (446 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 37% chance to evade weapon attacks for 2 turns. * Heal for 103. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's gold ring of arcana (+0.13/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Silence immunity: +25% Mana each turn: +0.13 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | mule's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +39 Life regen: +9.00 Maximum life: +83.00 Healing mod.: +16% Rings make your fingers look great! |
| Around waist | insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +8 Wil Changes resistances: +7% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | greater dragonbone vilestaff of warding (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Maximum wards: +2 blight / +2 fire / +2 darkness / +2 acid Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +2 Str / +3 Dex / +5 Mag / +5 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+5 eff.) Spellpower: +7 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
| Cloak | wyrmwaxed elven-silk cloak of the guardian (14 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +14 (+7 eff.) Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Physical save: +16 (+7 eff.) Spell save: +13 (+3 eff.) Mental save: +22 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
shatter afflictions rune (absorb 83; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 83 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. 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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
DagygornPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +1 Mag Changes damage: +4% acid / +5% lightning / +5% fire / +6% arcane / +5% cold Talent mastery: +0.11 Spell / Glacial waste Critical mult.: +10.00% Mana when firing critical spell: +1.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
gold amulet 'Frostreign'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes stats: +2 Mag Changes resistances: +15% mind / +12% cold Changes resistances penetration: +25% cold Changes damage: +5% acid / +5% lightning / +5% fire / +6% mind / +6% cold Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
starseer's copper amulet of visionPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +5% darkness / +4% temporal / +5% light / +4% physical Blindness immunity: +11% Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+10 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
titan's steel ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +8 (+4 eff.) Rings make your fingers look great! |
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Gugorn (120% power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% 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: +7 (+4 eff.) Physical crit. chance: +7.0% Physical power: +9 (+9 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Con Changes resistances: +3% blight Changes resistances penetration: +20% mind Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +3 (+1 eff.) Life regen: +0.50 Spellpower: +20 (+5 eff.) Spell crit. chance: +11% Mental crit. chance: +1% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
Korarek (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Mag Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +9 (+2 eff.) Vim when firing critical spell: +2.00 Maximum vim: +11.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +13% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.32 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
greater dragonbone magestaff of protection (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning / +15% cold / +15% arcane / +15% fire Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+9 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
grounding hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +7% temporal Maximum life: +30.00 A belt that goes around your waist. |
grounding rough leather belt of carryingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% lightning / +6% temporal Maximum encumbrance: +20 A belt that goes around your waist. |
linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 Wil Spell crit. chance: +4% 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 (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+10 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
stormwoven elven-silk robe of corrosion (+10%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +10% lightning / +8% cold / +22% acid / +15% all Changes damage: +10% lightning / +25% physical / +15% acid / +8% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +4 Wil Changes resistances: +9% lightning / +7% cold / +9% blight / +13% all Changes damage: +13% lightning / +10% physical / +21% cold Life regen: +3.10 Maximum life: +58.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gleriakira (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Mag / +5 Wil Changes resistances: +12% darkness / +14% temporal Changes resistances penetration: +13% temporal / +11% darkness / +10% mind Changes damage: +6% arcane / +6% blight Spell save: +6 (+2 eff.) Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Koragas (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +6 Con Changes resistances: +3% acid / +1% physical / +3% light / +6% fire Physical save: +23 (+9 eff.) Mental save: +28 (+7 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olomnir (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 41% Changes stats: +3 Str / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +3% acid Spellpower: +7 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +2 Mag / +3 Wil / +2 Cun / +2 Con Physical save: +20 (+8 eff.) Mental save: +25 (+6 eff.) It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
scouring dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Effects when hit in melee: * 22 arcane resource burn Critical mult.: +7.00% Spell save: +11 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Deepsimmortal' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 darkness Changes stats: +4 Mag Changes resistances: +30% lightning Changes damage: +18% darkness Spell save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning / +5% cold / +6% fire Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Growthburst (0 def, 16 armour, 206.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical power: +10 (+10 eff.) Armour: +16 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +28% acid / +21% physical / +9% lightning Maximum wards: +7 lightning / +7 temporal / +6 darkness / +6 fire / +6 nature / +8 blight / +7 cold / +5 arcane / +8 light Talents granted: +1 Ward +1 Block Knockback immunity: +20% Maximum stamina: +30.00 Handheld deflection devices. |
Zubyth the voratun shield (0 def, 22 armour, 210.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +3.0% Armour: +22 Fatigue: +8% Changes stats: +3 Str / +9 Mag / +7 Cun Changes resistances: +26% lightning / +3% temporal / +12% light / +16% darkness Maximum wards: +5 lightning / +7 temporal / +6 darkness / +6 fire / +6 nature / +6 blight / +6 cold / +6 arcane / +7 light Changes damage: +15% light / +15% darkness Talents granted: +1 Ward +1 Block Only die when reaching: -20.00 life Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
195 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. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 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. |
8 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. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 10 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Unlightrebel [power 43] (2/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun Infravision radius: +1 It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
3 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
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By infnecr the Shalore Necromancer level 12
7th Mirth 122nd year of Ascendancy at 17:48 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By infnecr the Lich Necromancer level 40
52nd Dusk 122nd year of Ascendancy at 23:34 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By infnecr the Shalore Necromancer level 20
7th Dusk 122nd year of Ascendancy at 11:36 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By infnecr the Shalore Necromancer level 14
3rd Summertide 122nd year of Ascendancy at 01:07 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By infnecr the Shalore Necromancer level 24
11st Dusk 122nd year of Ascendancy at 05:39 see stats
Infinite x30 (Exploration mode)
Got to level 30 of the infinite dungeon.By infnecr the Lich Necromancer level 33
30th Dusk 122nd year of Ascendancy at 18:29 see stats
Infinite x40 (Exploration mode)
Got to level 40 of the infinite dungeon.By infnecr the Lich Necromancer level 40
52nd Dusk 122nd year of Ascendancy at 23:34 see stats
Level 10 (Exploration mode)
Got a character to level 10.By infnecr the Shalore Necromancer level 10
79th Pyre 122nd year of Ascendancy at 18:19 see stats
Level 20 (Exploration mode)
Got a character to level 20.By infnecr the Shalore Necromancer level 20
4th Dusk 122nd year of Ascendancy at 10:46 see stats
Level 30 (Exploration mode)
Got a character to level 30.By infnecr the Lich Necromancer level 30
22nd Dusk 122nd year of Ascendancy at 06:41 see stats
Level 40 (Exploration mode)
Got a character to level 40.By infnecr the Lich Necromancer level 40
52nd Dusk 122nd year of Ascendancy at 07:48 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By infnecr the Lich Necromancer level 25
13rd Dusk 122nd year of Ascendancy at 07:55 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By infnecr the Lich Necromancer level 39
50th Dusk 122nd year of Ascendancy at 08:43 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By infnecr the Lich Necromancer level 26
15th Dusk 122nd year of Ascendancy at 17:28 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By infnecr the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:17 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By infnecr the Lich Necromancer level 28
19th Dusk 122nd year of Ascendancy at 03:21 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By infnecr the Shalore Necromancer level 19
4th Dusk 122nd year of Ascendancy at 03:11 see stats
Log
You gain 4.51 gold from the transmogrification of thought-forged steel greatmaul of amnesia (132% power, 2 apr).
You gain 3.95 gold from the transmogrification of inquisitor's voratun greatmaul of massacre (189% power, 4 apr).
You gain 25.00 gold from the transmogrification of Voratun Hammer of the Deep Bellow (193% power, 7 apr).
You gain 6.16 gold from the transmogrification of balanced stralite dagger of disruption (133% power, 9 apr).
You gain 6.95 gold from the transmogrification of Silent Blade (129% power, 10 apr).
You gain 20.97 gold from the transmogrification of Freezefear the voratun dagger (145% power, 9 apr).
You gain 6.46 gold from the transmogrification of truestriking voratun battleaxe of massacre (184% power, 4 apr).
You gain 1.25 gold from the transmogrification of stralite battleaxe (158% power, 3 apr).
You gain 4.95 gold from the transmogrification of quick steel battleaxe of crippling (122% power, 2 apr).
You gain 3.43 gold from the transmogrification of iron battleaxe of shearing (109% power, 1 apr).
You gain 19.05 gold from the transmogrification of enhanced voratun battleaxe of rage (168% power, 4 apr).
You gain 5.50 gold from the transmogrification of elemental voratun battleaxe of massacre (184% power, 4 apr).
You gain 25.00 gold from the transmogrification of Eksatin's Ultimatum (175% power, 25 apr).
You gain 6.56 gold from the transmogrification of solipsist's voratun ring of pilfering.
You gain 3.55 gold from the transmogrification of solipsist's voratun ring.
You gain 10.84 gold from the transmogrification of painweaver's gold ring of luminosity.
You gain 4.37 gold from the transmogrification of marksman's voratun ring of clarity.
You gain 9.64 gold from the transmogrification of restful stralite amulet of manastreaming.
You gain 5.74 gold from the transmogrification of protective voratun amulet of strength (+6).
You gain 2.74 gold from the transmogrification of shielding rune of the warrior (absorb 444; dur 6; cd 14).
You gain 1.11 gold from the transmogrification of shatter afflictions rune of the sneak (absorb 103; cd 13).
You gain 1.16 gold from the transmogrification of manasurge rune of the warrior (regen 1171% over 10 turns; mana 59; cd 12).
You gain 1.95 gold from the transmogrification of ethereal rune (power 19; resist 35%; move 51%; dur 5; cd 21).
You gain 1.33 gold from the transmogrification of biting gale rune (damage 79; dur 4; cd 19).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental, physical; dur 4; cd 13).
You gain 1.52 gold from the transmogrification of movement infusion (speed 451%; cd 13).
You gain 1.53 gold from the transmogrification of movement infusion (speed 711%; cd 9).
You gain 0.70 gold from the transmogrification of healing infusion (heal 67; cd 13).
You feel mildly anxious, and walk with caution.
Accepted quest 'Infinite Dungeon Challenge (Level 47): Near Sighted'! (Press 'j' to see the quest log)















































































































































