Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 22 / 8% |
Size | medium |
Lifes / Deaths | Killed by Eilinithra the dredge captain at level 22 on the 43rd Dusk 122nd year of Ascendancy at 15:08 / 1 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 60 (base 48) |
Constitution | 22 (base 10) |
Magic | 14 (base 10) |
Willpower | 17 (base 11) |
Cunning | 56 (base 44) |
Resources
Life | -45/506 |
Stamina | 17/210 |
Healing Factor | 1.2124166372473 |
Regeneration | 26.999465121602 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 49.46669190158 |
See Invisible | 49.46669190158 |
Offense: Mainhand
Damage | 82 |
Accuracy | 64 |
Crit Chance | 31% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Lightning | +12% |
Light | +10% |
Cold | +6% |
Darkness | +10% |
Arcane | +3% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Light | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 31.719009130622 (56.026343845506%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 10.923805221685 |
Physical Save | 31 |
Spell Save | 16 |
Mental Save | 28 |
Defense: Resistances
Blight | + 12%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 14%( 70%) |
Light | + 11%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 26%( 70%) |
Mind | + 3%( 70%) |
Fire | + 6%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 645% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | pair of dwarven-steel boots 'Amodukath' (0 def, 4 armour) pair of dwarven-steel boots 'Amodukath' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +12% lightning / +5% arcane Critical mult.: +10.00% Physical save: +8 (+4 eff.) Spell save: +6 (+5 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of steel shots 'Rainpassion' (30/35, 118% power, 2 apr) pouch of steel shots 'Rainpassion' (30/35, 118% power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 35 On weapon hit: * 20 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +8 cold / +9 nature When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Light source | Islimina IsliminaPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +2 Damage when hit (Melee): 12 fire Changes stats: +3 Dex Changes resistances: +6% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Silirimira the Glowwither (0 def, 3 armour) Silirimira the Glowwither (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Physical power: +25 (+6 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +4 Str / +3 Dex / +3 Cun / +5 Con Light radius: +2 A cap made of leather. |
On hands | steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Physical save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | innervating iron torque of clear mind [power 1] (25 cooldown) innervating iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects 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. |
On fingers | gold ring 'Morninglash' gold ring 'Morninglash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 18% Changes stats: +6 Str / +4 Cun / +6 Con Changes resistances penetration: +20% light Changes damage: +9% mind Equilibrium when hit: +0.08 Rings make your fingers look great! |
On fingers | copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. 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 131% 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. Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ranger's cured leather sling of lightning ranger's cured leather sling of lightningRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +5 lightning When wielded/worn: Changes stats: +2 Dex Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
Around waist | Strikepyre StrikepyreInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal Changes damage: +3% lightning / +6% cold Physical save: +6 (+3 eff.) Disease immunity: +10% Maximum life: +60.00 Mindpower: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | Voidvortex (0 def, 4 armour, 105% power, 40.5 block) Voidvortex (0 def, 4 armour, 105% power, 40.5 block)Requires: - Shield usage training - Cunning 16 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 106% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +11 lightning / +12 light / +10 darkness When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 5 lightning Changes stats: +3 Dex / +2 Mag / +1 Cun Changes resistances: +14% lightning / +11% light / +12% blight / +11% nature / +14% darkness Changes damage: +10% light / +10% darkness Talent granted: +1 Block Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Handheld deflection devices. |
Cloak | linen cloak 'Arowen' (11 def, 6 armour) linen cloak 'Arowen' (11 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +11 (+3 eff.) Changes resistances: +12% cold Changes resistances penetration: +5% mind / +20% physical Changes damage: +3% arcane / +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Bokaruitar' (3 def, 2 armour) rough leather armour 'Bokaruitar' (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+5 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +1 Str / +1 Con Changes resistances: +3% mind Life regen: +3.90 Maximum life: +33.00 Maximum stamina: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 400%; cd 11)movement infusion (speed 400%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 482%; cd 9) movement infusion of the wizard (speed 482%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 482% 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 Magic 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 18%; mental, physical; dur 3; cd 12)wild infusion (res 18%; mental, physical; dur 3; 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 and physical effect and reduce all damage taken by 18% for 3 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. |
This item will automatically be transmogrified when you leave the level. blink rune of the wizard (range 3; phase 16; cd 10)blink rune of the wizard (range 3; phase 16; cd 10) 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: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
Getyrig the Lavastreak Getyrig the LavastreakInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +1 Dex / +2 Wil Changes resistances: +12% blight / +16% temporal / +10% nature Mental save: +6 (+3 eff.) Poison immunity: +20% Disease immunity: +23% Confusion immunity: +11% Pinning immunity: +20% Knockback immunity: +25% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
Oliyakor the copper ring Oliyakor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +22% fire Changes damage: +11% fire Physical save: +9 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.81 cold and 9.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. marksman's steel ringmarksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings make your fingers look great! |
marksman's steel ring of power marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Changes stats: +3 Dex Spellpower: +6 (+6 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
wizard's gold ring of luminosity wizard's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 10 light Changes stats: +7 Mag Changes damage: +13% light Spell save: +8 (+6 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. enhanced steel battleaxe of erosion (124% power, 2 apr)enhanced steel battleaxe of erosion (124% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Changes stats: +5 Str / +7 Dex / +7 Mag / +6 Wil / +6 Cun / +6 Con Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling steel greatmaul (130% power, 2 apr)chilling steel greatmaul (130% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword of crippling (129% power, 2 apr)hateful steel greatsword of crippling (129% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 darkness Damage against: +14% Living When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbow of lightningranger's ash longbow of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning When wielded/worn: Changes stats: +3 Dex Changes damage: +14% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Murkwreath the steel longsword (130% power, 3 apr)Murkwreath the steel longsword (130% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight / +3% physical / +6% cold Changes resistances penetration: +15% nature Physical save: +12 (+6 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Radhildir the steel longsword (120% power, 3 apr)Radhildir the steel longsword (120% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes resistances: +9% nature Blindness immunity: +20% Cut immunity: +20% Only die when reaching: -60.00 life Sharp, long, and deadly. |
Kilntaint the steel mace (113% power, 3 apr) Kilntaint the steel mace (113% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Changes stats: +4 Mag Changes damage: +6% blight / +6% fire Spell save: +9 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 See invisible: +9 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. harmonious vined mindstar of venom (83% power, 18 apr, nature damage)harmonious vined mindstar of venom (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 acid Changes resistances: +4% nature / +4% acid Changes resistances penetration: +2% nature / +7% acid Changes damage: +3% nature / +6% acid Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. truestriking iron waraxe of crippling (103% power, 2 apr)truestriking iron waraxe of crippling (103% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Physical crit. chance: +6.0% Changes resistances penetration: +5% physical One-handed war axes. |
Flashusher the hardened leather belt Flashusher the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Changes stats: +5 Str / +3 Dex Changes damage: +6% lightning Spell save: +7 (+5 eff.) Stamina each turn: +2.00 Size category: +1 A belt that goes around your waist. |
Glorotta the hardened leather belt Glorotta the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str / +2 Dex / +2 Con Changes resistances: +9% lightning / +7% temporal Changes resistances penetration: +20% physical A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zubeta the rough leather belt Zubeta the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Wil / +2 Mag Changes damage: +3% temporal Spell save: +12 (+8 eff.) Spellpower: +15 (+10 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Issihad' rough leather belt 'Issihad'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Spell save: +12 (+8 eff.) Psi when hit: +0.04 Vim when firing critical spell: +1.00 Maximum life: +30.00 Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Emuma (1 def, 0 armour) Emuma (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Mag Changes resistances: +2% physical Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Maximum life: +31.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Fularan the linen cloak (1 def, 0 armour)Fularan the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Silence immunity: +20% Teleport immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinakalthochik (1 def, 0 armour) Grinakalthochik (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Mag / +4 Cun Reduces incoming crit damage: 5.00% Light radius: +2 Infravision radius: +1 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient linen cloak of battle (1 def, 0 armour)resilient linen cloak of battle (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% 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. |
Sulfurwire (0 def, 0 armour) Sulfurwire (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 18% Damage when hit (Melee): 4 nature Changes stats: +9 Mag / +5 Wil Changes resistances: +15% fire / +6% nature / +11% all Changes resistances penetration: +5% acid / +6% temporal / +8% physical Changes damage: +7% temporal / +9% physical / +3% nature / +10% fire Mana each turn: +0.10 Psi each turn: +0.15 Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Poryrada' (0 def, 3 armour) pair of hardened leather boots 'Poryrada' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +3 Mag / +1 Wil / +3 Cun / +3 Con Physical save: +10 (+5 eff.) Mental save: +14 (+7 eff.) Mana each turn: +0.19 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +32.00 Maximum vim: +20.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)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 39.81 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. |
Torchrage the iron gauntlets (0 def, 7 armour) Torchrage the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Str / +2 Dex / +4 Mag Changes resistances penetration: +10% fire Changes damage: +3% fire / +4% physical Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour)restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Spellpower: +9 (+7 eff.) 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. |
Delevor (0 def, 3 armour) Delevor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +1% Changes stats: +3 Mag / +3 Wil Physical save: +11 (+6 eff.) Maximum stamina: +20.00 A cap made of leather. |
Getar the hardened leather cap (11 def, 9 armour) Getar the hardened leather cap (11 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +9 Defense: +11 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +12% nature / +6% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Voriyawen' (6 def, 4 armour)cured leather armour 'Voriyawen' (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +12% light / +13% darkness / +5% arcane Changes damage: +24% acid / +21% arcane A suit of armour made of leather. |
dwarven-steel shield 'Ce'Nikira' (0 def, 6 armour, 140% power, 84.5 block) dwarven-steel shield 'Ce'Nikira' (0 def, 6 armour, 140% power, 84.5 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 20 lightning Damage when hit (Melee): 6 lightning Changes stats: +4 Str / +5 Mag / +4 Cun Changes resistances penetration: +10% mind Talent granted: +1 Block Infravision radius: +2 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield 'Treedeath' (0 def, 4 armour, 109% power, 80 block)steel shield 'Treedeath' (0 def, 4 armour, 109% power, 80 block) Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 109% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +80 On weapon hit: * 10% chance to slow global speed by 47% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 13 lightning Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Talent granted: +1 Block Maximum hate: +4.00 Mental crit. chance: +2% Handheld deflection devices. |
7 agate 7 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. |
56 alchemist agate 56 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. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Liseba (dig speed 38 turns) Liseba (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances: +15% fire Changes damage: +3% blight Spell save: +3 (+3 eff.) Silence immunity: +10% Pinning immunity: +10% Maximum mana: +22.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe 'Nimbusrain' (dig speed 30 turns) iron pickaxe 'Nimbusrain' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Mag / +2 Con Changes resistances penetration: +5% lightning Changes damage: +3% lightning Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Rootfury' (dig speed 38 turns) iron pickaxe 'Rootfury' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +14% nature / +3% darkness Changes damage: +21% nature Mana when firing critical spell: +2.00 Spellpower: +5 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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 226/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. chilling pouch of iron shots (20/20, 107% power, 1 apr)chilling pouch of iron shots (20/20, 107% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 107% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Damage (Ranged): +8 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. manaburning pouch of steel shots (17/17, 120% power, 2 apr)manaburning pouch of steel shots (17/17, 120% power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 14 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of iron shots of erosion (16/16, 110% power, 1 apr) pouch of iron shots of erosion (16/16, 110% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Damage (Ranged): +5 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Bokivor the Prismtrail [power 29] (20 cooldown)Bokivor the Prismtrail [power 29] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% mind Changes damage: +15% light Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Maximum psi: +40.00 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. quick elm wand of lightning storm [power 104] (10 cooldown)quick elm wand of lightning storm [power 104] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
3 citrine 3 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Etdeileni the Shalore Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 20:58 see stats
By Etdeileni the Shalore Skirmisher level 20
41st Dusk 122nd year of Ascendancy at 03:05 see stats
By Etdeileni the Shalore Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 21:17 see stats
By Etdeileni the Shalore Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 07:23 see stats
By Etdeileni the Shalore Skirmisher level 21
43rd Dusk 122nd year of Ascendancy at 01:37 see stats
By Etdeileni the Shalore Skirmisher level 15
21st Dusk 122nd year of Ascendancy at 11:44 see stats
Log
Etdeileni uses Hurricane Shot.
Etdeileni's Hurricane Shot performs a ranged critical strike against Giant fire ant!
Giant red ant starts to bleed.
Dredge retunes the fabric of spacetime.
Etdeileni's Hurricane Shot hits Giant fire ant for 250 physical, 6 lightning, 0 arcane, 8 cold (264 total damage).
Etdeileni's Hurricane Shot hits Giant red ant for 83 physical, 6 lightning, 0 arcane, 8 cold, 8 nature, 5 mind (110 total damage).
Etdeileni's Hurricane Shot hits Velebeth the white ooze for 72 physical, 6 lightning, 0 arcane, 12 cold, 9 nature, 5 mind (104 total damage).
Etdeileni's Hurricane Shot killed Giant fire ant!
Etdeileni's morale has been lowered.
Giant red ant uses Flame Fury.
Etdeileni is on fire!
Etdeileni resists the punch!
Velebeth the white ooze resists the punch!
Velebeth the white ooze is recovering from the damage!
Phantasmal Shield hits Etdeileni for (22 flat reduction), 132 light (132 total damage).
Phantasmal Shield hits Giant red ant for 173 light damage.
Phantasmal Shield hits Velebeth the white ooze for 259 light damage.
Phantasmal Shield hits Dredge for 155 light damage.
Phantasmal Shield hits Dredge for 155 light damage.
Phantasmal Shield hits Temporal stalker for 155 light damage.
Phantasmal Shield hits Armoured skeleton warrior for 152 light damage.
Phantasmal Shield hits Armoured skeleton warrior for 173 light damage.
Phantasmal Shield hits Skeleton mage for 173 light damage.
Giant red ant hits Something for (10 ignored), 0 fire (0 total damage).
Giant red ant hits Etdeileni for (15 flat reduction), 0 fire (0 total damage).
Giant red ant hits Velebeth the white ooze for 16 fire damage.
Burning from Giant fire ant hits Giant red ant for 8 fire damage.
Bleeding from Etdeileni hits Giant red ant for 21 physical damage.
Etdeileni the level 22 shalore skirmisher was purified to death by Eilinithra the dredge captain on level 4 of The Maze.
Space restabilizes around you.