Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Alchemist |
Level / Exp | 50 / 743% |
Size | medium |
Lifes / Deaths | Killed by Leroy Jenkins (servant of Head House Nigga) at level 25 on the 20th Haze 122nd year of Ascendancy at 18:23 3 / 5Killed by Auduond the thalore at level 26 on the 32nd Haze 122nd year of Ascendancy at 10:27 Killed by Aenenry the human at level 32 on the 22nd Regrowth 123rd year of Ascendancy at 09:07 Killed by Mogrago the Crusher at level 50 on the 67th Haze 123rd year of Ascendancy at 08:38 Killed by forge-giant at level 50 on the 79th Haze 123rd year of Ascendancy at 22:33 |
Primary Stats
Strength | 22 (base 9) |
Dexterity | 43 (base 8) |
Constitution | 97.58 (base 66) |
Magic | 115.58 (base 60) |
Willpower | 98.58 (base 64) |
Cunning | 72 (base 34) |
Resources
Life | -1460/1431 |
Mana | 442/696 |
Positive | 10/177 |
Vim | 296/296 |
Healing Factor | 1 |
Regeneration | 45.85 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.77785106394% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 5 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 114 |
Accuracy | 36 |
Crit Chance | 32% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73.645 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 52.602 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 46.846419238513 (30%) |
Defense | 42.132139746171 |
Ranged Defense | 42.132139746171 |
Fatigue | 1 |
Physical Save | 74.919541170968 |
Spell Save | 74.195291170965 |
Mental Save | 60.36325 |
Defense: Resistances
All | -10%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Confusion Resistance | 40% |
Silence Resistance | 33% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 31% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 155 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2051% over 10 turns and instantly restoring 103 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -941 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.68 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Lightning Infusion |
talent | Chant of Fortitude |
talent | Defensive Posture |
talent | Premonition |
talent | Living Lightning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Increases your three highest stats by 19 and keeps you from dying even if your life drops to -863. Heroism |
beneficial effect | A flow of life spins around the target, regenerating 45.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 529. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | +0 Fucks given (0 def, 14 armour) +0 Fucks given (0 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -3% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +4 Dex / +4 Mag / +4 Wil / +6 Cun / +7 Con Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Maximum encumbrance: +44 Physical save: +40 (+9 eff.) Mental save: +25 (+6 eff.) Mana each turn: +0.04 Maximum mana: +20.00 Activating this item is instant. It can be used to blink to a nearby random location, putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Quiver | 137 alchemist diamond 137 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | alchemist's lamp 'Salulle' alchemist's lamp 'Salulle'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +19% blight / +6% fire / +7% darkness Spell save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 42 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 72.80 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | warded voratun torque of charged psionic shield [power 169] (20 cooldown) warded voratun torque of charged psionic shield [power 169] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 169 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold ring 'Skyire' gold ring 'Skyire'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Changes resistances penetration: +5% lightning Reduces incoming crit damage: 15.00% Silence immunity: +33% Mana each turn: +0.23 Maximum stamina: +20.00 Rings can have magical properties. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | Tempestvagrant the drakeskin leather belt Tempestvagrant the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning / +13% temporal Changes resistances penetration: +5% mind Changes damage: +15% lightning Light radius: +3 A belt that goes around your waist. |
In main hand | elven-wood vilestaff 'Glorilebeth' (34-40.8 power, 5 apr, lightning element) elven-wood vilestaff 'Glorilebeth' (34-40.8 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Changes resistances: +17% lightning / -4% fire / +6% nature / +6% cold Maximum wards: +2 lightning Changes damage: +34% lightning Talents granted: +1 Command Staff +3 Ward Spell save: +6 (+2 eff.) Disease immunity: +15% Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
On hands | voratun gauntlets 'Heatwilder' (0 def, 3 armour) voratun gauntlets 'Heatwilder' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Armour: +3 Effects on melee hit: * 20% chance to disease Changes stats: +5 Str / +14 Dex / +14 Cun / +6 Con Changes resistances penetration: +10% acid / +25% blight Changes damage: +6% acid Talent cooldown: Double Strike (-1 turn) Physical save: +43 (+10 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning / +8% all Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 293 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Around neck | Blazecrack the voratun amulet Blazecrack the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +4 Mag Changes resistances: +36% lightning / +3% physical Changes resistances penetration: +10% physical Changes damage: +3% physical Talent masteries: +0.38 Spell / Energy alchemy +0.38 Corruption / Hexes Critical mult.: +3.00% Stun/Freeze immunity: +46% Life regen: +0.60 Mana each turn: +0.60 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -20.00 life Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 18% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
protective voratun amulet of manastreaming protective voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Changes stats: +6 Mag Changes resistances cap: +7% all Physical save: +23 (+6 eff.) Mana each turn: +0.52 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +57.00 Amulets can have magical properties. |
stabilizing stralite amulet of perfection (0.34 Corruption / Vile life,0.34 Spell / Golemancy) stabilizing stralite amulet of perfection (0.34 Corruption / Vile life,0.34 Spell / Golemancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% temporal Talent masteries: +0.34 Corruption / Vile life +0.34 Spell / Golemancy Pinning immunity: +30% Knockback immunity: +24% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger (38.5-50.05 power, 9 apr)plaguebringer's voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +15 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun greatmaul (64-96 power, 4 apr)elemental voratun greatmaul (64-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +23% acid / +21% fire / +21% cold / +24% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful voratun greatmaul of rage (70.5-105.75 power, 4 apr)hateful voratun greatmaul of rage (70.5-105.75 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Accuracy: +21 (+7 eff.) Changes stats: +7 Str Changes damage: +21% physical Stamina when hit: +4.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun greatmaul of erosion (71.5-107.25 power, 4 apr)slime-covered voratun greatmaul of erosion (71.5-107.25 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.5 - 107.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 28% Damage (Melee): +20 temporal / +28 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of erosion (66.5-99.75 power, 4 apr)voratun greatmaul of erosion (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 nature / +28 temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of crippling (62-99.2 power, 4 apr)caustic voratun greatsword of crippling (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes resistances penetration: +20% acid Life regen: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of rage (46-64.4 power, 6 apr)plaguebringer's voratun mace of rage (46-64.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease Damage (Melee): +20 blight When wielded/worn: Accuracy: +14 (+5 eff.) Changes stats: +7 Str Changes damage: +11% physical Disease immunity: +33% Stamina when hit: +2.50 Blunt and deadly. |
Ce'Nymira (15.5-17.05 power, 40 apr, mind damage) Ce'Nymira (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% physical / +9% cold Changes damage: +6% arcane Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Reduces incoming crit damage: 15.00% Spell save: +34 (+8 eff.) Mental save: +21 (+5 eff.) Stun/Freeze immunity: +20% Mana each turn: +0.08 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +5% It can be used to inflict mind damage; gain psi and hate, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element)cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.2 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 120.59 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thought-forged orichalcum trident (50.5-80.8 power, 16 apr)thought-forged orichalcum trident (50.5-80.8 power, 16 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom Damage (Melee): +33 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of voratun boots of phasing (0 def, 5 armour)blightbringer's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Wil / +14 Mag Changes damage: +9% acid / +10% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves (0 def, 9 armour)heroic drakeskin leather gloves (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +13 (+3 eff.) Maximum life: +69.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Radianceresolve' (0 def, 3 armour) voratun gauntlets 'Radianceresolve' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +3 Changes stats: +2 Con Physical save: +26 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +0.40 Maximum life: +20.00 See invisible: +9 Healing mod.: +10% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of arcana (3 def, 0 armour)aegis elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Wil / +7 Mag Life regen: +5.40 Spellpower: +6 (+2 eff.) Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating elven-silk wizard hat of nature (+15%) (3 def, 0 armour)insulating elven-silk wizard hat of nature (+15%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% cold / +25% nature / +14% fire Changes damage: +17% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's voratun helm (0 def, 11 armour)miner's voratun helm (0 def, 11 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of natural resilience (5 def, 10 armour)voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +20% nature / +20% blight Reduced damage from: +10% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of spell shielding (9 def, 16 armour)fortifying voratun plate armour of spell shielding (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +10% arcane Spell save: +25 (+6 eff.) Maximum life: +87.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. living voratun shield of fire resistance (+20%) (12 def, 3 armour, 202.5 block)living voratun shield of fire resistance (+20%) (12 def, 3 armour, 202.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature Changes resistances: +20% blight / +30% fire / +20% nature Talent granted: +5 Block Maximum life: +107.00 Handheld deflection devices. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of dragonbone arrows of accuracy (21/21, 51.5-72.1 power, 18 apr)self-loading quiver of dragonbone arrows of accuracy (21/21, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 Turns elapse between self-loadings: 2 Arrows are used with bows to pierce your foes to death. |
51 alchemist onyx 51 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
42 alchemist aquamarine 42 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
67 alchemist lapis lazuli 67 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
237 alchemist sapphire 237 alchemist sapphire0.00 Encumbrance. Type: alchemist-gem / blue ; tier 4 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
122 alchemist topaz 122 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
146 alchemist jade 146 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
239 alchemist spinel 239 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
207 alchemist turquoise 207 alchemist turquoise0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
173 alchemist bloodstone 173 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
302 alchemist fire opal 302 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
112 alchemist garnet 112 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
103 alchemist ruby 103 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
bloodstone 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% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
fire opal 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% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of accuracy (22/22, 52.5-63 power, 6 apr)pouch of voratun shots of accuracy (22/22, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of thermal psionic shield [power 73] (20 cooldown) dwarven-steel torque of thermal psionic shield [power 73] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Fulekhad' [power 113] (20 cooldown) stralite torque of kinetic psionic shield 'Fulekhad' [power 113] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes damage: +12% blight Grants telepathy: Dragon Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Critical mult.: +5.00% Maximum mana: +80.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 113 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged elven-wood totem of thorny skin [power 85] (26 cooldown) supercharged elven-wood totem of thorny skin [power 85] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 60%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of conjuration 'Blazespitter' [power 265] (10 cooldown) yew wand of conjuration 'Blazespitter' [power 265] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning / 20 fire Changes damage: +12% lightning It can be used to fire a bolt of a random element (dam 132-265), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
152 alchemist moonstone 152 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
292 alchemist pearl 292 alchemist pearl0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
133 alchemist quartz 133 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
2 diamond 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 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
pearl 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 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
29 alchemist amber 29 alchemist amber0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 4 When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
148 alchemist ametrine 148 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
50 alchemist citrine 50 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
44 alchemist zircon 44 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By Head House Nigga the Higher Alchemist level 32
23rd Regrowth 123rd year of Ascendancy at 16:43 see stats
By Head House Nigga the Higher Alchemist level 20
63rd Dusk 122nd year of Ascendancy at 12:43 see stats
By Head House Nigga the Higher Alchemist level 32
21st Regrowth 123rd year of Ascendancy at 10:20 see stats
By Head House Nigga the Higher Alchemist level 26
35th Haze 122nd year of Ascendancy at 04:46 see stats
By Head House Nigga the Higher Alchemist level 39
68th Pyre 123rd year of Ascendancy at 02:45 see stats
By Head House Nigga the Higher Alchemist level 42
7th Mirth 123rd year of Ascendancy at 20:18 see stats
By Head House Nigga the Higher Alchemist level 48
73rd Dusk 123rd year of Ascendancy at 14:19 see stats
By Head House Nigga the Higher Alchemist level 36
3rd Pyre 123rd year of Ascendancy at 00:19 see stats
By Head House Nigga the Higher Alchemist level 21
1st Haze 122nd year of Ascendancy at 22:10 see stats
By Head House Nigga the Higher Alchemist level 38
25th Pyre 123rd year of Ascendancy at 06:28 see stats
By Head House Nigga the Higher Alchemist level 16
31st Dusk 122nd year of Ascendancy at 17:13 see stats
By Head House Nigga the Higher Alchemist level 37
17th Pyre 123rd year of Ascendancy at 00:12 see stats
By Head House Nigga the Higher Alchemist level 33
43rd Regrowth 123rd year of Ascendancy at 12:38 see stats
By Head House Nigga the Higher Alchemist level 50
33rd Haze 123rd year of Ascendancy at 15:01 see stats
By Head House Nigga the Higher Alchemist level 19
57th Dusk 122nd year of Ascendancy at 22:11 see stats
By Head House Nigga the Higher Alchemist level 24
15th Haze 122nd year of Ascendancy at 13:53 see stats
By Head House Nigga the Higher Alchemist level 28
2nd Allure 123rd year of Ascendancy at 03:41 see stats
By Head House Nigga the Higher Alchemist level 50
67th Haze 123rd year of Ascendancy at 22:29 see stats
By Head House Nigga the Higher Alchemist level 37
17th Pyre 123rd year of Ascendancy at 04:24 see stats
By Head House Nigga the Higher Alchemist level 44
3rd Dusk 123rd year of Ascendancy at 00:34 see stats
By Head House Nigga the Higher Alchemist level 46
15th Dusk 123rd year of Ascendancy at 08:40 see stats
By Head House Nigga the Higher Alchemist level 20
63rd Dusk 122nd year of Ascendancy at 09:18 see stats
By Head House Nigga the Higher Alchemist level 43
9th Mirth 123rd year of Ascendancy at 23:55 see stats
By Head House Nigga the Higher Alchemist level 10
9th Mirth 122nd year of Ascendancy at 23:49 see stats
By Head House Nigga the Higher Alchemist level 20
60th Dusk 122nd year of Ascendancy at 12:36 see stats
By Head House Nigga the Higher Alchemist level 30
15th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Head House Nigga the Higher Alchemist level 40
79th Pyre 123rd year of Ascendancy at 02:46 see stats
By Head House Nigga the Higher Alchemist level 50
11st Haze 123rd year of Ascendancy at 17:55 see stats
By Head House Nigga the Higher Alchemist level 36
74th Regrowth 123rd year of Ascendancy at 09:40 see stats
By Head House Nigga the Higher Alchemist level 50
51st Haze 123rd year of Ascendancy at 12:47 see stats
By Head House Nigga the Higher Alchemist level 46
11st Dusk 123rd year of Ascendancy at 20:17 see stats
By Head House Nigga the Higher Alchemist level 27
55th Haze 122nd year of Ascendancy at 14:49 see stats
By Head House Nigga the Higher Alchemist level 25
24th Haze 122nd year of Ascendancy at 04:20 see stats
By Head House Nigga the Higher Alchemist level 32
40th Regrowth 123rd year of Ascendancy at 02:08 see stats
By Head House Nigga the Higher Alchemist level 41
6th Mirth 123rd year of Ascendancy at 03:46 see stats
By Head House Nigga the Higher Alchemist level 22
5th Haze 122nd year of Ascendancy at 11:20 see stats
By Head House Nigga the Higher Alchemist level 36
76th Regrowth 123rd year of Ascendancy at 20:23 see stats
By Head House Nigga the Higher Alchemist level 32
22nd Regrowth 123rd year of Ascendancy at 08:58 see stats
By Head House Nigga the Higher Alchemist level 9
4th Mirth 122nd year of Ascendancy at 02:38 see stats
By Head House Nigga the Higher Alchemist level 20
63rd Dusk 122nd year of Ascendancy at 12:43 see stats
By Head House Nigga the Higher Alchemist level 16
18th Dusk 122nd year of Ascendancy at 18:45 see stats
By Head House Nigga the Higher Alchemist level 46
13rd Dusk 123rd year of Ascendancy at 19:10 see stats
By Head House Nigga the Higher Alchemist level 32
38th Regrowth 123rd year of Ascendancy at 02:25 see stats
By Head House Nigga the Higher Alchemist level 18
49th Dusk 122nd year of Ascendancy at 21:00 see stats
By Head House Nigga the Higher Alchemist level 31
20th Regrowth 123rd year of Ascendancy at 21:58 see stats
By Head House Nigga the Higher Alchemist level 38
25th Pyre 123rd year of Ascendancy at 21:15 see stats
Log
Leroy Jenkins (servant of Head House Nigga) reflects damage back to Something!
Leroy Jenkins (servant of Head House Nigga) hits Something for 0 fire damage.
Something hits Leroy Jenkins (servant of Head House Nigga) for 112 fire damage.
Leroy Jenkins (servant of Head House Nigga) reflects damage back to Something!
Leroy Jenkins (servant of Head House Nigga) hits Something for 0 fire damage.
Something hits Multi-hued drake hatchling for 104 fire damage.
Something hits Leroy Jenkins (servant of Head House Nigga) for 112 fire damage.
Leroy Jenkins (servant of Head House Nigga) is knocked back!
Leroy Jenkins (servant of Head House Nigga) reflects damage back to Something!
Leroy Jenkins (servant of Head House Nigga) hits Something for 108 physical damage.
Something hits Multi-hued drake hatchling for 104 fire damage.
Something hits Leroy Jenkins (servant of Head House Nigga) for 366 physical damage.
Leroy Jenkins (servant of Head House Nigga) reflects damage back to Something!
Leroy Jenkins (servant of Head House Nigga) hits Something for 0 fire damage.
Something hits Multi-hued drake hatchling for 110 fire damage.
Something hits Leroy Jenkins (servant of Head House Nigga) for 112 fire damage.
Something hits Multi-hued drake hatchling for 104 fire damage.
Leroy Jenkins (servant of Head House Nigga) reflects damage back to Something!
Leroy Jenkins (servant of Head House Nigga) hits Something for 0 fire damage.
Something hits Multi-hued drake hatchling for 110 fire damage.
Something hits Leroy Jenkins (servant of Head House Nigga) for 112 fire damage.
Something hits Multi-hued drake hatchling for 104 fire damage.
Multi-hued drake hatchling uses Ice Claw.
Character control switched to Head House Nigga.