Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Possessor |
Level / Exp | 18 / 79% |
Size | medium |
Lifes / Deaths | Killed by cryomancer at level 2 on the 75th Pyre 122nd year of Ascendancy at 00:11 / 54Killed by cryomancer at level 2 on the 75th Pyre 122nd year of Ascendancy at 13:51 Killed by orc master wyrmic at level 5 on the 79th Pyre 122nd year of Ascendancy at 19:42 Killed by orc master wyrmic at level 5 on the 79th Pyre 122nd year of Ascendancy at 21:09 Killed by human guard at level 5 on the 79th Pyre 122nd year of Ascendancy at 21:55 Killed by Silyritha the large brown snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 07:53 Killed by Silyritha the large brown snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 08:18 Killed by giant spider at level 6 on the 2nd Mirth 122nd year of Ascendancy at 09:00 Killed by Silyritha the large brown snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 09:53 Killed by Silyritha the large brown snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 10:52 Killed by Silyritha the large brown snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 11:07 Killed by Araba the rattlesnake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 21:52 Killed by storm drake hatchling at level 9 on the 6th Mirth 122nd year of Ascendancy at 20:59 Killed by faeros at level 9 on the 6th Mirth 122nd year of Ascendancy at 22:15 Killed by minotaur at level 11 on the 10th Mirth 122nd year of Ascendancy at 00:43 Killed by minotaur at level 11 on the 10th Mirth 122nd year of Ascendancy at 00:53 Killed by gigantic bone rat at level 11 on the 10th Mirth 122nd year of Ascendancy at 03:00 Killed by Lisith the elven sun-mage at level 12 on the 1st Summertide 122nd year of Ascendancy at 10:40 Killed by rogue at level 12 on the 1st Summertide 122nd year of Ascendancy at 15:48 Killed by Betamina the greater shivgoroth at level 14 on the 4th Flare 122nd year of Ascendancy at 15:50 Killed by Betamina the greater shivgoroth at level 14 on the 4th Flare 122nd year of Ascendancy at 17:32 Killed by fire imp at level 15 on the 7th Flare 122nd year of Ascendancy at 16:51 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 18:57 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 20:21 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 20:34 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 20:50 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 21:30 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 21:41 Killed by Urkis, the High Tempest at level 15 on the 7th Flare 122nd year of Ascendancy at 21:52 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 00:27 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 00:41 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 00:48 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 00:54 Killed by forest wight at level 15 on the 8th Flare 122nd year of Ascendancy at 04:07 Killed by skeleton archer at level 15 on the 8th Flare 122nd year of Ascendancy at 04:12 Killed by forest wight at level 15 on the 8th Flare 122nd year of Ascendancy at 05:09 Killed by skeleton mage at level 15 on the 8th Flare 122nd year of Ascendancy at 06:22 Killed by Lisedhema the forest wight at level 15 on the 8th Flare 122nd year of Ascendancy at 07:25 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 10:21 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 11:28 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 12:35 Killed by onilug at level 15 on the 8th Flare 122nd year of Ascendancy at 15:54 Killed by venom drake hatchling at level 15 on the 8th Flare 122nd year of Ascendancy at 16:11 Killed by venom drake hatchling at level 15 on the 8th Flare 122nd year of Ascendancy at 16:28 Killed by venom drake hatchling at level 15 on the 8th Flare 122nd year of Ascendancy at 16:40 Killed by venom drake hatchling at level 15 on the 8th Flare 122nd year of Ascendancy at 16:52 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 18:42 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 18:55 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 20:52 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 21:02 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 21:10 Killed by Urkis, the High Tempest at level 15 on the 8th Flare 122nd year of Ascendancy at 21:40 Killed by Silunor the brown bear at level 15 on the 9th Flare 122nd year of Ascendancy at 00:10 Killed by Salenor the brown bear at level 16 on the 10th Flare 122nd year of Ascendancy at 07:07 |
Primary Stats
Strength | 33 (base 28) |
Dexterity | 23 (base 12) |
Constitution | 14 (base 10) |
Magic | 15 (base 10) |
Willpower | 43 (base 35) |
Cunning | 35 (base 26) |
Resources
Life | 142/219 |
Psi | 216/240 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 19 |
Offense: Barehand
Damage | 27 |
Accuracy | 47 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Darkness | +8% |
Light | 0% |
Temporal | +8% |
Fire | +11% |
Arcane | 0% |
Mind | +25% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +10% |
Physical | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 11 |
Physical Save | 25 |
Spell Save | 20 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 17%( 70%) |
Fire | + 22%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 8%( 70%) |
Physical | + 5%( 70%) |
Mind | -10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 0% |
Teleport Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Psionic / Possession | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Infinite Dungeon Challenge (Level 15): Multiplicity Challenge |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (116)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): Exterminator | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | pair of dwarven-steel boots 'Velewen' (0 def, 4 armour) pair of dwarven-steel boots 'Velewen' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex Changes resistances penetration: +15% physical Changes damage: +6% physical Physical save: +3 (+2 eff.) Spellpower: +3 (+1 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
On head | grounding iron helm of might (0 def, 3 armour) grounding iron helm of might (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | warrior's gold ring of fire (+22%) warrior's gold ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Around neck | 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 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
Main armor | Urtheran (13 def, 9 armour) Urtheran (13 def, 9 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +13 (+6 eff.) Fatigue: +8% Changes stats: +6 Dex / +8 Cun / +1 Con Mental save: +9 (+3 eff.) Mental crit. chance: +6% See invisible: +9 A suit of armour made of leather. |
Light source | Chargetrial the alchemist's lamp Chargetrial the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind / 8 blight Changes resistances: +12% lightning Blindness immunity: +30% Confusion immunity: +11% Maximum hate: +4.00 Mindpower: +15 (+5 eff.) Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Maximum life: +45.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +6 A belt that goes around your waist. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
blink rune of the sneak (range 4; phase 14; cd 14) blink rune of the sneak (range 4; phase 14; cd 14)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: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +29% Knockback immunity: +24% Amulets make your neck look great! |
Eremotolin the stralite ring Eremotolin the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+5 eff.) Damage when hit (Melee): 8 mind / 4 physical Changes stats: +4 Str Changes damage: +5% all Physical save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Spellpower: +9 (+4 eff.) Mindpower: +14 (+5 eff.) Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +4 Str / +6 Con 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: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
Belessra (30-45 power, 2 apr) Belessra (30-45 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +10 fire When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances penetration: +20% acid Mana each turn: +0.04 Massive two-handed battleaxes. |
Searbreaker the steel battleaxe (19-28 power, 2 apr) Searbreaker the steel battleaxe (19-28 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 29 Damage (Melee): +7 mind / +4 fire Damage (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +3% cold Changes resistances penetration: +10% fire Changes damage: +12% fire Massive two-handed battleaxes. |
Brandzephyr (26-42 power, 2 apr) Brandzephyr (26-42 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 darkness / +4 fire Damage (radius 2) on crit: +20 fire Damage against: +12% Living When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 4 fire Disarm immunity: +35% Massive two-handed swords. |
Pitchfoe the stralite greatsword (58-94 power, 3 apr) Pitchfoe the stralite greatsword (58-94 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +12 darkness When wielded/worn: Changes resistances: +6% acid / +3% mind / +6% blight Poison immunity: +10% Massive two-handed swords. |
Elegawyn the dwarven-steel longsword (30-41 power, 4 apr) Elegawyn the dwarven-steel longsword (30-41 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +1 Con Changes damage: +6% mind Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr) iron mace (12-17 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
stralite mace 'Emelaith' (42-58 power, 5 apr) stralite mace 'Emelaith' (42-58 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances: +3% physical Physical save: +3 (+2 eff.) Equilibrium when hit: +0.16 Blunt and deadly. |
Wildkarma the thorny mindstar (9-10 power, 24 apr, mind damage) Wildkarma the thorny mindstar (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Damage (Melee): 14 acid / 6 physical Changes resistances: +11% acid / +14% physical / +3% nature Changes resistances penetration: +13% acid / +10% physical Changes damage: +14% acid / +7% physical / +3% light Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
creative vined mindstar (6-6 power, 18 apr, nature damage) creative vined mindstar (6-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 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: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Mindpower: +4 (+1 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. |
mossy mindstar (3-3 power, 12 apr, mind damage) mossy mindstar (3-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
vined mindstar of life (5-6 power, 18 apr, mind damage) vined mindstar of life (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +17.00 Mindpower: +4 (+1 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. |
magewarrior's short dragonbone magestaff of warding (30-36 power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of warding (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +21 (+10 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Barihor (33-46 power, 5 apr) Barihor (33-46 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +2 Wil / +3 Cun / +6 Con One-handed war axes. |
arcing steel waraxe of massacre (21-29 power, 3 apr) arcing steel waraxe of massacre (21-29 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage One-handed war axes. |
steel waraxe of massacre (18-24 power, 3 apr) steel waraxe of massacre (18-24 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of mindcraft (2 def, 0 armour)cashmere cloak of mindcraft (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Moldstoker the woollen robe (0 def, 0 armour) Moldstoker the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +19% lightning / +15% fire / +15% nature / +9% all Changes damage: +13% lightning / +10% fire / +19% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Artherion the Goreransom (0 def, 5 armour) Artherion the Goreransom (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 2 nature Changes resistances: +15% darkness Blindness immunity: +20% Stamina each turn: +0.40 Maximum life: +31.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Hettyrand (0 def, 13 armour) Hettyrand (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +5% arcane Mental save: +3 (+1 eff.) See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Skysmasher the pair of iron boots (3 def, 3 armour)Skysmasher the pair of iron boots (3 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +2 Mag / +1 Wil / +3 Con Changes resistances: +12% lightning Reduces incoming crit damage: 15.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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. blighted rough leather gloves of strength (+2) (0 def, 1 armour)blighted rough leather gloves of strength (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +3 Dex Changes resistances: +6% fire Changes damage: +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betonne the Radianceresolve (0 def, 4 armour) Betonne the Radianceresolve (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +14% lightning / +8% temporal / +6% blight / +5% arcane / +9% nature Changes resistances penetration: +15% light 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. troll-hide cured leather armour (6 def, 4 armour)troll-hide cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +3.60 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
5 agate 5 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. |
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. |
2 opal 2 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Xerin' (dig speed 15 turns) dwarven-steel pickaxe 'Xerin' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +12% physical Changes damage: +15% blight Mental save: +3 (+1 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+3 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Belyma BelymaInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +10 Defense: +15 (+7 eff.) Changes stats: +1 Str / +4 Wil Critical mult.: +5.00% Mental save: +8 (+3 eff.) Light radius: +5 See stealth: +5 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification 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. |
storming pouch of steel shots of erosion (5/19, 22-27 power, 2 apr) storming pouch of steel shots of erosion (5/19, 22-27 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Damage (Ranged): +6 nature / +10 lightning Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
evasive steel torque of mindblast [power 155] (15 cooldown) evasive steel torque of mindblast [power 155] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
Islylle the Lustrewend [power 170] (20 cooldown) Islylle the Lustrewend [power 170] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% blight Changes damage: +3% light It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
2 zircon 2 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 Imdi the Shalore Possessor level 14
6th Flare 122nd year of Ascendancy at 10:51 see stats
By Imdi the Shalore Possessor level 16
1st Dusk 122nd year of Ascendancy at 03:43 see stats
By Imdi the Shalore Possessor level 13
3rd Summertide 122nd year of Ascendancy at 10:34 see stats
By Imdi the Shalore Possessor level 10
7th Mirth 122nd year of Ascendancy at 07:33 see stats
By Imdi the Shalore Possessor level 17
2nd Dusk 122nd year of Ascendancy at 21:13 see stats
By Imdi the Shalore Possessor level 6
2nd Mirth 122nd year of Ascendancy at 06:00 see stats
By Imdi the Shalore Possessor level 15
8th Flare 122nd year of Ascendancy at 06:12 see stats
By Imdi the Shalore Possessor level 17
2nd Dusk 122nd year of Ascendancy at 08:35 see stats
Log
Imdi is no longer empowered.
Talent Rune: Blink is ready to use.
Multiplicity: You have survived so far. Exit for your reward!
Talent Rune: Shatter Afflictions is ready to use.
Talent Assume Form is ready to use.
Rested for 59 turns (stop reason: all resources and life at maximum).
Imdi picks up (w.): cashmere cloak of mindcraft (2 def, 0 armour).
Imdi picks up (F.): troll-hide cured leather armour (6 def, 4 armour).
Ran for 2 turns (stop reason: hostile spotted to the west (Green jelly's Slime Spit)).
Imdi slows down.
Imdi converts some damage to Psi!
Green jelly's Slime Spit hits Imdi for 15 to psi, 79 nature (95 total damage).
Imdi casts Rune: Shielding.
A shield forms around Imdi.
Green jelly uses Multiply.
Imdi speeds up.
The shield around Imdi crumbles.
Ran for 2 turns (stop reason: hostile spotted to the west (green jelly)).
Imdi uses Assume Form.
Imdi uses Assume Form.