Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Rare item Egos update 1.0.4 Items Vault 1.0.3 Utility Supplies 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Archmage |
Level / Exp | 24 / 5% |
Size | small |
Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 75th Pyre 122nd year of Ascendancy at 02:32 0 / 7Killed by skeleton warrior at level 21 on the 29th Regrowth 123rd year of Ascendancy at 16:19 Killed by Borfast the Broken at level 23 on the 48th Regrowth 123rd year of Ascendancy at 13:48 Killed by greater multi-hued wyrm at level 24 on the 49th Regrowth 123rd year of Ascendancy at 20:55 Killed by greater multi-hued wyrm at level 24 on the 49th Regrowth 123rd year of Ascendancy at 23:24 Killed by greater multi-hued wyrm at level 24 on the 50th Regrowth 123rd year of Ascendancy at 00:52 Killed by greater multi-hued wyrm at level 24 on the 50th Regrowth 123rd year of Ascendancy at 05:42 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 36 (base 32) |
Magic | 68 (base 54) |
Willpower | 43 (base 27) |
Cunning | 23 (base 11) |
Resources
Life | -42/486 |
Mana | 110/196 |
Positive | 8/99 |
Healing Factor | 1.0785906794462 |
Regeneration | 4.7134412691799 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 14.435932884875 |
See Invisible | 39.55171106234 |
Offense: Mainhand
Damage | 32 |
Accuracy | 15 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 29.65 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +8% |
Fire | +41% |
Blight | +4% |
Arcane | +20% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 6.6 |
Ranged Defense | 14.6 |
Fatigue | 1 |
Physical Save | 30.996603548341 |
Spell Save | 41.697735698894 |
Mental Save | 25.1625 |
Defense: Resistances
Darkness | + 15%( 70%) |
All | + 6%( 70%) |
Fire | + 23%( 70%) |
Cold | + 16%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 29% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 15% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 772% over 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Wildfire |
talent | Arcane Power |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Shielding |
talent | Arcane Shield |
beneficial effect | The target is recovering 3 life each turn and its healing modifier has been increased by 8%. Recovery |
detrimental effect | The target is blinded, unable to see anything. Blinded |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 hummerhorn wing. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of greater demon bile. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | dreamer's pair of rough leather boots of speed (0 def, 1 armour) dreamer's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +6 Spell save: +6 Mental save: +6 Movement speed: +20% A pair of boots made of leather. |
Light source | Layuta the Hellspain Layuta the HellspainCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +9% fire Light radius: +5 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. 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 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 46.70 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | conjurer's steel ring of misery conjurer's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 40%. Rings can have magical properties. |
On fingers | gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +29% Life regen: +1.10 Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 1.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 19% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | greater yew magestaff of blasting (20-24 power, 4 apr, fire damage) greater yew magestaff of blasting (20-24 power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 103.58 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | spellwoven woollen robe of Angolwen (0 def, 0 armour) spellwoven woollen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil / +3 Mag Spellpower: +8 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick linen cloak of resilience (1 def, 5 armour) thick linen cloak of resilience (1 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Cun / +3 Con Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 97)healing infusion (heal 97) 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 97 life. 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. regeneration infusion (heal 245 over 5 turns)regeneration infusion (heal 245 over 5 turns) 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. 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. wild infusion (resist 24%; cure mental)wild infusion (resist 24%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 24% for 6 turns. 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. |
6 infusion patches of clearing 6 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of healing 5 infusion patches of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
9 infusion patches of lesser healing 9 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of lesser speed 3 infusion patches of lesser speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
This item will automatically be transmogrified when you leave the level. acid wave rune (73 acid damage; power 16; dur 3)acid wave rune (73 acid damage; power 16; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 73.00 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 16 for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (72 cold damage)frozen spear rune (72 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 72.00 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the sneak (692% regen over 10 turns; 35 instant mana)manasurge rune of the sneak (692% regen over 10 turns; 35 instant mana) 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: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 692% over 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
scroll of teleportation scroll of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. clarifying gold amulet of willpower (+4)clarifying gold amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% mind Confusion immunity: +27% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
grounding steel amulet of mastery (0.10 Spell / Stone) grounding steel amulet of mastery (0.10 Spell / Stone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.10 Spell / Stone Stun/Freeze immunity: +23% Amulets can have magical properties. |
serendipitous gold amulet of willpower (+6) serendipitous gold amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +7 Changes stats: +6 Lck / +5 Wil Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Gadhetha GadhethaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag Spell save: +17 Disease immunity: +5% Teleport immunity: +10% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's gold ring of tenacity conjurer's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Mag Disarm immunity: +29% Pinning immunity: +24% Knockback immunity: +25% Spellpower: +7 Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
mule's copper ring of darkness (+20%) mule's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring of arcana(+0.10/turn) psionicist's copper ring of arcana(+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
psionicist's steel ring of corrosion (+24%) psionicist's steel ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +4 Rings can have magical properties. |
rogue's copper ring of arcane power rogue's copper ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Spellpower: +6 Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 corrupted blood When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite dagger of nature (31-40.3 power, 9 apr)slime-covered stralite dagger of nature (31-40.3 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +6 slime Damage conversion: 27% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +7% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel mace of purging (22.5-31.5 power, 4 apr)insidious dwarven-steel mace of purging (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +5 nature / +18 insidious poison Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. psychic's stralite mace of crippling (37.5-52.5 power, 5 apr)psychic's stralite mace of crippling (37.5-52.5 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Cun / +3 Wil Mindpower: +8 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of powermighty hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 When wielded/worn: Physical power: +5 Changes stats: +3 Str Changes resistances penetration: +11% physical Changes damage: +14% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of naturereinforced leather sling of nature Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 Damage when this weapon hits(ranged): +11 nature When wielded/worn: Changes resistances: +2% all Changes resistances penetration: +8% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff (20-24 power, 4 apr, lightning damage)cruel yew magestaff (20-24 power, 4 apr, lightning damage) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood starstaff (25-30 power, 5 apr, light damage)greater elven-wood starstaff (25-30 power, 5 apr, light damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical / +25% light / +25% darkness / +25% temporal Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, acid damage)yew vilestaff (20-24 power, 4 apr, acid damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic stralite waraxe (30-42 power, 5 apr)caustic stralite waraxe (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 36% acid blind When wielded/worn: Changes resistances penetration: +6% acid Life regen: +0.50 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (21-29.4 power, 4 apr)dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Gunagorath' (17.5-24.5 power, 4 apr)dwarven-steel waraxe 'Gunagorath' (17.5-24.5 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Damage when the wearer is hit: 7 mind / 8 blight Changes resistances penetration: +10% blight Maximum mana: +20.00 Spellpower: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe of shearing (18.5-25.9 power, 4 apr)warbringer's dwarven-steel waraxe of shearing (18.5-25.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical power: +6 Changes stats: +3 Con Changes resistances penetration: +18% physical Changes damage: +7% physical Disarm immunity: +10% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
spiritwalker's rough leather belt of magery spiritwalker's rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +3 Wil Mana each turn: +0.11 Maximum mana: +22.00 Spell crit. chance: +4% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's woollen robe of power (0 def, 0 armour) stargazer's woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes damage: +7% physical / +7% arcane / +8% fire / +7% cold / +7% lightning / +6% acid / +7% nature / +7% blight / +5% light / +6% darkness Spellpower: +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of trickery (0 def, 4 armour)dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% cold / +5% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour)thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Wil / +4 Con Mental save: +6 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. dwarven-steel mail armour of Eyal (3 def, 8 armour)dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Life regen: +0.50 Maximum life: +43.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of implacability (3 def, 13 armour)radiant dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 Fatigue: +10% Changes stats: +2 Wil Damage when the wearer is hit: 7 light Changes resistances: +15% darkness / +16% blight Physical save: +8 Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. blood-etched stralite shield of the earth (10 def, 12 armour, 130 block)blood-etched stralite shield of the earth (10 def, 12 armour, 130 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Armour Hardiness: +6% Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +4 Con Talent granted: +4 Block Life regen: +1.20 Healing mod.: +13% It can be used to activate talent Stone Wall, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 175.11 physical dmage. Duration and damage will improve with your Spellpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of acid resistance (+18%) (8 def, 2 armour, 78.5 block)shocking dwarven-steel shield of acid resistance (+18%) (8 def, 2 armour, 78.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 13 lightning Changes resistances: +18% acid Talent granted: +3 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. self-loading quiver of yew arrows (15/15, 35.5-49.7 power, 10 apr)self-loading quiver of yew arrows (15/15, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 Turns elapse between self-loadings: 5 Arrows are used with bows to pierce your foes to death. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.00 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 27.41 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 garnet 2 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 45/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
rod of disarming (2/2) rod of disarming (2/2)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. stralite torque of thermal psionic shield 'Dawnmistress' [power 123] (20 cooldown)stralite torque of thermal psionic shield 'Dawnmistress' [power 123] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 light Changes resistances: +5% arcane / +6% light It can be used to setup a psionic shield, reducing all fire and cold damage by 123 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
3 quartz 3 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
By Iago_IV the Halfling Archmage level 13
34th Dusk 122nd year of Ascendancy at 14:19 see stats
By Iago_IV the Halfling Archmage level 19
12nd Regrowth 123rd year of Ascendancy at 05:49 see stats
By Iago_IV the Halfling Archmage level 16
1st Time of Equilibrium 122nd year of Ascendancy at 09:41 see stats
By Iago_IV the Halfling Archmage level 19
11st Regrowth 123rd year of Ascendancy at 09:18 see stats
By Iago_IV the Halfling Archmage level 10
4th Flare 122nd year of Ascendancy at 18:42 see stats
By Iago_IV the Halfling Archmage level 20
13rd Regrowth 123rd year of Ascendancy at 03:14 see stats
By Iago_IV the Halfling Archmage level 2
75th Pyre 122nd year of Ascendancy at 03:52 see stats
By Iago_IV the Halfling Archmage level 17
7th Haze 122nd year of Ascendancy at 19:20 see stats
By Iago_IV the Halfling Archmage level 10
1st Dusk 122nd year of Ascendancy at 00:14 see stats
By Iago_IV the Halfling Archmage level 21
21st Regrowth 123rd year of Ascendancy at 23:43 see stats
By Iago_IV the Halfling Archmage level 17
2nd Haze 122nd year of Ascendancy at 02:27 see stats
Log
Iago_IV has finished recovering.
Talent Flame is ready to use.
Talent Freeze is ready to use.
Talent Fireflash is ready to use.
Talent Infusion: Wild is ready to use.
Resting starts...
Talent Arcane Reconstruction is ready to use.
Rested for 2 turns (stop reason: hostile spotted to the east (greater multi-hued wyrm)).
Iago_IV casts Healing Light.
A shield forms around Iago_IV.
Greater multi-hued wyrm breathes sand!
Your shield crumbles under the damage!
The shield around Iago_IV crumbles.
Iago_IV is recovering from the damage!
Iago_IV loses sight!
Greater multi-hued wyrm hits Iago_IV for 160 physical damage.
Talent Rune: Shielding is ready to use.
Resting starts...
Talent Healing Light is ready to use.
Rested for 4 turns (stop reason: taken damage).
Saving done.
Saving done.
Saving game...