Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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 1.2.0Donators/Buyers bonus! Steamtech UI 1.0.5 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Hybrid Elemental |
| Class | None |
| Level / Exp | 22 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Godarcton at level 22 on the 71st Pyre 123rd year of Ascendancy at 16:25 / 1 |
Primary Stats
| Strength | 101.74903320632 (base 51) |
| Dexterity | 64 (base 51) |
| Constitution | 70.563796510275 (base 51) |
| Magic | 84.749033206318 (base 51) |
| Willpower | 71 (base 51) |
| Cunning | 66 (base 51) |
Resources
| Life | 0/692 |
| Mana | 390/392 |
| Equilibrium | 38 |
| Healing Factor | 1.5290949127569 |
| Regeneration | 1.9739837435932 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +3.0642155479654E-12% |
| Spell | 0% |
| Global | +200.50502106832% |
Vision
| Sight | 10 |
| Lite | 13.781898255137 |
| Infravision | 4 |
| See Stealth | 10.890259873359 |
| See Invisible | 30.310927639984 |
Offense: Mainhand
| Damage | 313 |
| Accuracy | 90 |
| Crit Chance | 117% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.583011068773 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.366666666667 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.293953850028 (100%) |
| Defense | 192.46204733921 |
| Ranged Defense | 192.46204733921 |
| Fatigue | 21 |
| Physical Save | 60.968969982908 |
| Spell Save | 43.504918214254 |
| Mental Save | 34.4125 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 60% |
| Pinning Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 23% for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Elemental / Metamorphosis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Elemental / Power | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Pyrokinesis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Tectonic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Elemental / Cliffside | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Geokinesis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Avalanche | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Eyal Resolver | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Illusions of Fire | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Brand | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Geothermal | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Symbiosis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Firestarter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Mountain | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Chaos | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Heat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Elemental / Erosion | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Radiation |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Blazes |
| talent | Premonition |
| talent | Elemental Harmony |
| talent | Living Mural |
| talent | Backburner |
| talent | Psiblades |
| detrimental effect | The target is on fire, taking 394.06 fire damage per turn. Burning |
| beneficial effect | Reduces fire damage received by 25%. Premonition Shield |
| detrimental effect | ERROR: No Source. Searing Visions |
| beneficial effect | Increases global speed by 46%. Elemental Harmony |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your rock shell has broken, and will no longer prevent you from going below 1 Life. This effect will heal when you reach max Life. Broken Shell |
| detrimental effect | Flames have seared the target's mind, reducing their mindpower and mind save by 64. Burning Hysteria |
| detrimental effect | Visions of flame burn the target's mind. This will deal 302 mind damage next turn, decreasing over time. Taking fire damage will bring it up to 302. Third Degree |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | 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 gained talent category Celestial / Chants (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ulfizilarab (0 def, 3 armour) Ulfizilarab (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Mag / +6 Wil Changes resistances: +3% blight / +6% temporal / +5% arcane / +3% acid Changes damage: +6% acid / +7% blight Disease immunity: +26% Mana each turn: +0.22 Maximum mana: +31.00 Spellpower: +6 Spell crit. chance: +2% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Quiver | pouch of voratun shots of corruption (19/19, 53.5-64.2 power, 6 apr) pouch of voratun shots of corruption (19/19, 53.5-64.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to curse the target Damage (Ranged): +10 blight / +10 darkness Shots are used with slings to pummel your foes to death. |
| Light source | scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +7% blight / +7% fire / +10% darkness Spellpower: +4 Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +5 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 34 blight damage or heals 48 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 | warlord's drakeskin leather cap of might (0 def, 5 armour) warlord's drakeskin leather cap of might (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +15 Armour: +5 Fatigue: +5% Changes stats: +11 Str / +6 Wil / +4 Con Changes resistances: +10% physical Physical save: +10 A cap made of leather. |
| Tool | Bethewyn (dig speed 22 turns) Bethewyn (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Str Changes resistances: +3% blight / +15% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +6 Cun / +4 Dex Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Singeidol the drakeskin leather belt Singeidol the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +5 Dex Changes resistances: +3% temporal Changes resistances penetration: +15% fire Mental crit. chance: +9% A belt that goes around your waist. |
| In main hand | Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | Solar Grasp Solar GraspRequires: 1.50 Encumbrance. [Plot Item] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Defense: +11 Changes stats: +6 Str / +6 Mag Changes resistances cap: +13% fire Changes resistances penetration: +13% fire Changes damage: +9% light / +9% fire Critical mult.: +33.00% Spell crit. chance: +12% Light radius: +2 It can be used to activate talent Sun Flare (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 2, blinding your foes for 4 turns and lighting up your immediate area (radius 4). At level 3 it will also do 26.45 light damage within radius 2. The damage done will increase with your Spellpower. These gauntlets radiate vast amounts of heat and light. As the Champion of Fire, you have earned the right to wear them. |
| Main armor | Genesis Plate Genesis PlateRequires: - Strength 25 20.00 Encumbrance. [Plot Item] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +7 Fatigue: +20% Changes stats: +9 Str / +7 Mag / +5 Con Changes resistances: +17% lightning / +9% physical / +17% blight / +22% fire / +17% nature Physical save: +23 Spell save: +15 Stun/Freeze immunity: +20% Knockback immunity: +38% Life regen: +0.89 Light radius: +2 Healing mod.: +14% The pinnacle of Earthen might, this heavy plate armor deflects even the mightiest of blows. It has been bestowed upon you, as the Champion of nature. |
| Cloak | enveloping cashmere cloak of Iron Throne (9 def, 0 armour) enveloping cashmere cloak of Iron Throne (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +1 Str / +2 Con Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ararin ArarinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +6% temporal Cut immunity: +60% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 255 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 203)healing infusion of the duelist (heal 203) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the wizard (136 cold damage; 61 apply power)biting gale rune of the wizard (136 cold damage; 61 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 135.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 61. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Filthbiter FilthbiterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances penetration: +5% temporal Blindness immunity: +38% Infravision radius: +5 See stealth: +17 See invisible: +17 Rings can have magical properties. |
gold ring 'Cloudkarma' gold ring 'Cloudkarma'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +5 Con Physical save: +10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (23.5-35.25 power, 2 apr)steel battleaxe (23.5-35.25 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 120% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite battleaxe (44-66 power, 3 apr)warbringer's stralite battleaxe (44-66 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Physical power: +7 Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (27-40.5 power, 2 apr)steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. elemental steel greatsword (22.5-36 power, 2 apr)elemental steel greatsword (22.5-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +13% cold / +13% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blooming thorny mindstar of frost (8.5-9.35 power, 24 apr, nature damage)blooming thorny mindstar of frost (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 6 ice Changes resistances: +9% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Mindpower: +3 Mental crit. chance: +3% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +11 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. gifted vined mindstar of flames (5.5-6.05 power, 18 apr, mind damage)gifted vined mindstar of flames (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Changes resistances penetration: +6% fire Changes damage: +6% fire Mindpower: +6 Mental crit. chance: +2% Global speed: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Shaderot the steel waraxe (12-16.8 power, 3 apr)Shaderot the steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 9% * leeches stamina from the target Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 10 nature slow Changes stats: +1 Wil Changes damage: +9% darkness Mindpower: +8 One-handed war axes. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
This item will automatically be transmogrified when you leave the level. Lelykath the Smearvagrant (0 def, 8 armour)Lelykath the Smearvagrant (0 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +6 Mag Changes resistances: +9% lightning / +10% fire / +5% arcane / +7% cold Changes damage: +7% acid / +6% blight Disease immunity: +25% Spellpower: +5 Infravision radius: +2 A pair of boots made of leather. |
pair of hardened leather boots 'Galoruigrim' (4 def, 3 armour) pair of hardened leather boots 'Galoruigrim' (4 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: +3% Changes stats: +4 Wil / +4 Con Changes resistances: +9% acid / +3% light Changes resistances penetration: +7% physical Mental save: +20 Blindness immunity: +5% Life regen: +3.60 Mindpower: +5 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Umbraquarry (0 def, 2 armour) Umbraquarry (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +8 Physical power: +22 Armour: +2 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +8 Str Changes resistances: +10% blight Changes damage: +6% blight Critical mult.: +10.00% Spell save: +13 Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets of dexterity (+3) (0 def, 1 armour)restful iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves (0 def, 17 armour) stone warden's drakeskin leather gloves (0 def, 17 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +6% Changes stats: +7 Con Changes resistances: +8% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: 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 42.73 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. |
dragonslayer's voratun helm of fortune (0 def, 5 armour) dragonslayer's voratun helm of fortune (0 def, 5 armour)Requires: Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes stats: +12 Lck Changes resistances: +7% acid / +9% fire / +11% cold / +10% lightning Spell crit. chance: +6% Mental crit. chance: +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. rough leather cap 'Glintdare' (0 def, 1 armour)rough leather cap 'Glintdare' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances penetration: +10% light Changes damage: +6% darkness Physical save: +12 Light radius: +3 A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of thunder (3 def, 8 armour)dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +5 Str / +4 Mag / +6 Wil Changes resistances: +13% lightning Spellpower: +13 Spell crit. chance: +4% Mindpower: +12 Mental crit. chance: +7% A suit of armour made of mail. |
enlightening steel mail armour of thunder (2 def, 6 armour) enlightening steel mail armour of thunder (2 def, 6 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +6 Str / +5 Mag / +10 Wil / +5 Cun Changes resistances: +14% lightning Mental save: +12 Spellpower: +14 Spell crit. chance: +6% Mindpower: +15 Mental crit. chance: +6% A suit of armour made of mail. |
enlightening reinforced leather armour of the hero (4 def, 7 armour) enlightening reinforced leather armour of the hero (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +4 Str / +5 Dex / +4 Mag / +12 Wil / +9 Cun Mental save: +21 A suit of armour made of leather. |
Gilydin the voratun plate armour (9 def, 16 armour) Gilydin the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +7 Cun / +7 Wil Changes resistances: +6% blight / +6% acid Changes resistances penetration: +10% acid / +5% blight Mental save: +19 A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
reinforced voratun shield of radiance (12 def, 10 armour, 259 block) reinforced voratun shield of radiance (12 def, 10 armour, 259 block)Requires: - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +10 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects when hit in melee: * 32% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +17% light Talent granted: +5 Block Handheld deflection devices. |
barbed quiver of dragonbone arrows of accuracy (20/20, 51-71.4 power, 18 apr) barbed quiver of dragonbone arrows of accuracy (20/20, 51-71.4 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * wounds the target Damage (Ranged): +9 bleed Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of dragonbone arrows of crippling (21/21, 53.5-74.9 power, 18 apr) inquisitor's quiver of dragonbone arrows of crippling (21/21, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +13.0% Capacity: 21 On weapon crit: * cripple the target * burns latent spell energy Damage (Ranged): +12 manaburn arcane Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of vileness (21/21, 20-28 power, 7 apr)quiver of ash arrows of vileness (21/21, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 On weapon hit: * 6% chance to disease Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
114 alchemist agate 114 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
6 amethyst 6 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% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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% 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Godarcton the Hybrid Elemental None level 12
24th Haze 122nd year of Ascendancy at 02:31 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Godarcton the Hybrid Elemental None level 21
69th Pyre 123rd year of Ascendancy at 16:32 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Godarcton the Hybrid Elemental None level 10
7th Dusk 122nd year of Ascendancy at 04:01 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Godarcton the Hybrid Elemental None level 20
55th Pyre 123rd year of Ascendancy at 15:49 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Godarcton the Hybrid Elemental None level 22
71st Pyre 123rd year of Ascendancy at 04:42 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Godarcton the Hybrid Elemental None level 11
53rd Dusk 122nd year of Ascendancy at 05:25 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Godarcton the Hybrid Elemental None level 12
46th Haze 122nd year of Ascendancy at 06:50 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Godarcton the Hybrid Elemental None level 9
6th Dusk 122nd year of Ascendancy at 19:23 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Godarcton the Hybrid Elemental None level 10
9th Dusk 122nd year of Ascendancy at 09:43 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Godarcton the Hybrid Elemental None level 13
79th Haze 122nd year of Ascendancy at 07:54 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Godarcton the Hybrid Elemental None level 10
10th Dusk 122nd year of Ascendancy at 11:52 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Godarcton the Hybrid Elemental None level 18
5th Pyre 123rd year of Ascendancy at 08:37 see stats
Log
Godarcton hits Godarcton for (121 absorbed), 0 fire (0 total damage).
Godarcton uses Wrathful Strike.
Godarcton misses Godarcton.
Godarcton uses Relentless Fires.
Godarcton uses Relentless Fires.
Godarcton uses Mindflare.
Godarcton's mind surges with critical power!
Godarcton resists the mind attack!
Godarcton hits Godarcton for (14 absorbed), 155 mind (155 total damage).
Talent Ignite is ready to use.
Godarcton hits Godarcton for (23 absorbed), 98 fire, (0 absorbed), 28 mind (126 total damage).
Godarcton uses Ignite.
Godarcton uses Burnout.
Godarcton uses Infusion: Healing.
Godarcton receives 404 healing from Infusion: Healing.
Godarcton uses Burnout.
Godarcton's mind surges with critical power!
Godarcton hits Godarcton for (0 absorbed), 360 fire (360 total damage).
Talent Rock Mortar is ready to use.
Godarcton's rock shell has cracked open!
Godarcton hits Godarcton for (23 absorbed), 225 fire, (0 absorbed), (4 negated), 108 mind (333 total damage).
Godarcton uses Infusion: Healing.
Godarcton receives 300 healing from Infusion: Healing.
Saving game...
