Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Werebeast Class 1.0.4 Conveyance Reward 1.0.4 Wights 1.0.4 Misc objects Addon 1.0.4 Adjustable Exp 1.0.4 Equipment Tweaks 1.0.4 Arcane Ascetic 1.0.4 Ignore Race/Class Locks 1.0.4 Shadow Race 1.0.1 Arcanum Class Pack 1.0.4 Extra Dungeons 1.0.4 Druid Class 1.0.4 Trolls 1.0.4 Items Vault 1.0.3 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Alchemist |
Level / Exp | 21 / 78% |
Size | medium |
Lifes / Deaths | Killed by red crystal at level 1 on the 75th Pyre 122nd year of Ascendancy at 12:08 / 18Killed by elven guard at level 5 on the 1st Mirth 122nd year of Ascendancy at 21:37 Killed by Aerotira the bandit at level 13 on the 70th Dusk 122nd year of Ascendancy at 11:07 Killed by Gliriatira the cold drake hatchling at level 14 on the 72nd Dusk 122nd year of Ascendancy at 01:54 Killed by Dorath the shalore at level 16 on the 6th Allure 123rd year of Ascendancy at 22:13 Killed by worm that walks at level 18 on the 24th Regrowth 123rd year of Ascendancy at 06:54 Killed by golem (servant of Elf Girl & Golem) at level 20 on the 55th Regrowth 123rd year of Ascendancy at 15:45 Killed by Urkis, the High Tempest at level 20 on the 56th Regrowth 123rd year of Ascendancy at 08:56 Killed by Urkis, the High Tempest at level 20 on the 56th Regrowth 123rd year of Ascendancy at 13:49 Killed by golem (servant of Elf Girl & Golem) at level 21 on the 57th Regrowth 123rd year of Ascendancy at 10:01 Killed by Urkis, the High Tempest at level 21 on the 58th Regrowth 123rd year of Ascendancy at 00:48 Killed by Urkis, the High Tempest at level 21 on the 58th Regrowth 123rd year of Ascendancy at 06:21 Killed by Urkis, the High Tempest at level 21 on the 58th Regrowth 123rd year of Ascendancy at 10:04 Killed by golem (servant of Elf Girl & Golem) at level 21 on the 58th Regrowth 123rd year of Ascendancy at 18:51 Killed by Urkis, the High Tempest at level 21 on the 59th Regrowth 123rd year of Ascendancy at 03:46 Killed by golem (servant of Elf Girl & Golem) at level 21 on the 35th Pyre 123rd year of Ascendancy at 10:19 Killed by golem (servant of Elf Girl & Golem) at level 21 on the 57th Pyre 123rd year of Ascendancy at 09:57 Killed by Bethinor the Guardian at level 21 on the 62nd Pyre 123rd year of Ascendancy at 09:55 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 17 (base 11) |
Constitution | 20 (base 19) |
Magic | 70 (base 48) |
Willpower | 42 (base 25) |
Cunning | 24 (base 20) |
Resources
Life | 395/395 |
Mana | 446/446 |
Psi | 132/132 |
Healing Factor | 1 |
Regeneration | 1.05 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6.0000000000002 |
Offense: Mainhand
Damage | 40 |
Accuracy | 20 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | -9% |
Light | +3% |
Temporal | +8% |
Darkness | +8% |
Arcane | +39% |
All | 0% |
Nature | +6% |
Offense: Damage Penetration
Blight | +7% |
Physical | +7% |
Fire | +7% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 13.25 |
Ranged Defense | 22.125 |
Fatigue | 0 |
Physical Save | 23.925 |
Spell Save | 35.775 |
Mental Save | 23.225 |
Defense: Resistances
Blight | + 7%( 70%) |
Physical | + 7%( 70%) |
Cold | -6%( 70%) |
All | 0%( 70%) |
Darkness | + 8%( 70%) |
Temporal | + 8%( 70%) |
Arcane | -6%( 70%) |
Fire | + 7%( 70%) |
Nature | -7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 333 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1043% over 11 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 76 damage for 6 turns. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Water alchemy | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Herbalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you learnt talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +1. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 31. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, you included. The Brotherhood of AlchemistsYou need to collect some ingredients to make the elixir of precision. This is what you need: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. * You've found the needed faerlhing fang. You need to collect some ingredients to make the elixir of the fox. This is what you need: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You need to collect some ingredients to make the elixir of explosive force. This is what you need: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * You've found the needed xorn fragment. You need to collect some ingredients to make the elixir of avoidance. This is what you need: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. You have succeded in creating an elixir of focus. | 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 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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 A pair of boots made of leather. |
Quiver | 70 alchemist opal 70 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% When used in a prism: Prism damage +10% Gems can be sold for money or used in arcane rituals. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | shimmering cashmere wizard hat of arcana (2 def, 0 armour) shimmering cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag / +4 Wil Changes damage: +10% arcane Maximum mana: +10.00 Spellpower: +4 A pointy cloth hat, very wizardly... |
Tool | quiet steel torque of thermal psionic shield [power 47] (20 cooldown) quiet steel torque of thermal psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | 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. |
On fingers | conjurer's gold ring of power conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +5 Mag / +5 Wil Spellpower: +14 Mindpower: +7 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 | yew vilestaff 'Eilinamita' (29-34.8 power, 4 apr, arcane damage) yew vilestaff 'Eilinamita' (29-34.8 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 29.0 - 34.8 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +7 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +8 Physical crit. chance: +5.0% Armour: +4 Defense: +4 Maximum wards: +2 arcane Changes damage: +29% arcane / -9% acid Talents granted: +1 Ward +1 Command Staff Pinning immunity: +5% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item's Vault. |
Main armor | focusing woollen robe of chaos (0 def, 0 armour) focusing woollen robe of chaos (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +7% physical / -6% arcane / +7% fire / -6% cold / -7% nature / +7% blight Changes resistances penetration: +7% physical / +7% blight / +7% fire Mana each turn: +0.14 Psi each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Morningwake (1 def, 0 armour) Morningwake (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 8 nature / 12 light Changes damage: +6% nature / +3% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Physical save: +11 Spell save: +12 Mental save: +10 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. |
Inventory
manasurge rune (817% regen over 11 turns; 41 instant mana) manasurge rune (817% regen over 11 turns; 41 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: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 817% over 11 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune (924% regen over 11 turns; 46 instant mana) manasurge rune (924% regen over 11 turns; 46 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 924% over 11 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the wizard (996% regen over 11 turns; 50 instant mana) manasurge rune of the wizard (996% regen over 11 turns; 50 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 996% over 11 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
teleportation rune of the duelist (range 42) teleportation rune of the duelist (range 42)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Dexterity 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. |
teleportation rune of the psychic (range 70) teleportation rune of the psychic (range 70)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Willpower 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. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +12% cold Amulets can have magical properties. |
insulating gold amulet insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
restful steel amulet of the fish restful steel amulet of the fishInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +14% cold Allows you to breathe in: water Life regen: +1.20 Amulets can have magical properties. |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 Spell save: +11 Mental save: +11 Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
warrior's copper amulet of willpower (+3) warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's gold amulet of vision warrior's gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Blindness immunity: +10% Stamina each turn: +0.40 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Nightpiercer NightpiercerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 acid Changes resistances penetration: +20% darkness Rings can have magical properties. |
Umbradash UmbradashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 fire Changes resistances: +9% darkness Rings can have magical properties. |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% See stealth: +5 See invisible: +7 Rings can have magical properties. |
gold ring of frost (+24%) gold ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
mule's copper ring of the mind (+10%) mule's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +10% mind Changes damage: +10% mind Maximum encumbrance: +20 Rings can have magical properties. |
rogue's steel ring of blinding strikes rogue's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Damage when the wearer hits(melee): 5 physical / 7 lightning / 6 % chance to blind Damage when the wearer is hit: 3 physical / 5 lightning / 3 % chance to blind Rings can have magical properties. |
rogue's steel ring of fire (+24%) rogue's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
sneakthief's steel ring of misery sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Changes stats: +7 Cun / +5 Dex Damage when the wearer hits(melee): 11 % chance to cause a gloom effect / 20 bleed Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 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. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature Physical save: +11 Poison immunity: +12% Disease immunity: +10% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Eagle Talon (30-39 power, 30 apr)Eagle Talon (30-39 power, 30 apr) Requires: - Cunning 24 - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +10 lightning When wielded/worn: Talent mastery: +0.10 Wild-curse / Eagle aspect Critical mult.: +10.00% Global speed: +10% A curved and sharp blade, decorated with feathers. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (8-8.8 power, 24 apr, nature damage)thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Glyrin (11-13.2 power, 2 apr, temporal damage)Glyrin (11-13.2 power, 2 apr, temporal damage) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 2 Base power: 11.0 - 13.2 Uses stat: 90% Mag Damage type: Temporal Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Ranged Defense: +4 Changes resistances: +3% cold Changes damage: +11% temporal Talent granted: +1 Command Staff Mental save: +3 Cut immunity: +10% Knockback immunity: +15% Spellpower: +6 Spell crit. chance: +2% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
This item will automatically be transmogrified when you leave the level. Underworld Trident (30-42 power, 10 apr)Underworld Trident (30-42 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.0 - 42.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +20 shadowflame Burst (radius 2) on crit: +20 % chance to cause a gloom effect When wielded/worn: Physical crit. chance: +5.0% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 It can be used to activate talent Earthquake (costing 50 power out of 50/50) : Effective talent level: 3.0 Power cost: 50 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 43.61 physical damage in a radius of 4 each turn for 6 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. |
This item will automatically be transmogrified when you leave the level. huntsman's dwarven-steel waraxe of projection (19-26.6 power, 4 apr)huntsman's dwarven-steel waraxe of projection (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 mind / +6 nature Damage against: +5% Animal It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
grounding rough leather belt of unlife grounding rough leather belt of unlifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% blight / +6% temporal The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellwoven woollen robe of the elements (0 def, 0 armour) spellwoven woollen robe of the elements (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 6 fire / 5 cold / 5 lightning / 6 acid Damage when the wearer is hit: 7 fire / 6 cold / 5 lightning / 7 acid Changes resistances: +5% fire / +5% cold / +4% lightning / +4% acid Changes damage: +6% fire / +6% cold / +6% lightning / +5% acid Spell save: +17 Spellpower: +2 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of corrosion (+15%) (2 def, 0 armour) verdant cashmere robe of corrosion (+15%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con Changes resistances: +15% acid Changes damage: +8% nature / +10% acid Life regen: +3.60 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of Linaniil (0 def, 0 armour) verdant woollen robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes damage: +5% nature Life regen: +2.20 Mana each turn: +0.10 Maximum mana: +51.00 Spellpower: +16 Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layaldana (0 def, 1 armour) Layaldana (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +1 Wil Damage when the wearer is hit: 4 blight See invisible: +9 A cap made of leather. |
73 alchemist agate 73 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
7 alchemist aquamarine 7 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 When used in a prism: Equilibrium reduced 10 Gems can be sold for money or used in arcane rituals. |
8 alchemist lapis lazuli 8 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 When used in a prism: Equilibrium reduced 15 Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 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 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
35 opal 35 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
27 topaz 27 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 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
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. |
4 emerald 4 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
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. |
5 garnet 5 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% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
supercharged steel torque of kinetic psionic shield [power 67] (25 cooldown) supercharged steel torque of kinetic psionic shield [power 67] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 67 for 6 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 alchemist amethyst 4 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage When used in a prism: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration [power 157] (6 cooldown) ash wand of conjuration [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of illumination [power 9] (9 cooldown) overpowered ash wand of illumination [power 9] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 9), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 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% When used as an alchemist bomb: Additional 10 spell knockback damage Gems can be sold for money or used in arcane rituals. |
Achievements
By Elf Girl & Golem the Shalore Alchemist level 20
57th Regrowth 123rd year of Ascendancy at 08:16 see stats
By Elf Girl & Golem the Shalore Alchemist level 21
57th Regrowth 123rd year of Ascendancy at 08:16 see stats
By Elf Girl & Golem the Shalore Alchemist level 17
20th Regrowth 123rd year of Ascendancy at 15:33 see stats
By Elf Girl & Golem the Shalore Alchemist level 19
25th Regrowth 123rd year of Ascendancy at 01:25 see stats
By Elf Girl & Golem the Shalore Alchemist level 10
5th Flare 122nd year of Ascendancy at 23:53 see stats
By Elf Girl & Golem the Shalore Alchemist level 20
37th Regrowth 123rd year of Ascendancy at 03:54 see stats
By Elf Girl & Golem the Shalore Alchemist level 13
29th Dusk 122nd year of Ascendancy at 08:24 see stats
By Elf Girl & Golem the Shalore Alchemist level 21
57th Regrowth 123rd year of Ascendancy at 08:16 see stats
By Elf Girl & Golem the Shalore Alchemist level 21
1st Time of Balance 123rd year of Ascendancy at 03:00 see stats
By Elf Girl & Golem the Shalore Alchemist level 8
1st Summertide 122nd year of Ascendancy at 09:09 see stats
By Elf Girl & Golem the Shalore Alchemist level 13
69th Dusk 122nd year of Ascendancy at 10:24 see stats
By Elf Girl & Golem the Shalore Alchemist level 16
10th Haze 122nd year of Ascendancy at 14:38 see stats
Log
Elf Girl & Golem is stunned!
Bethinor the Guardian hits Elf Girl & Golem for 215 physical, 15 blight, 7 blight damage (total 236.23).
Elf Girl & Golem hits Bethinor the Guardian for 8 nature, 13 light damage (total 19.91).
Bethinor the Guardian uses Bone Armour.
A shield forms around Bethinor the Guardian.
Elf Girl & Golem casts Rune: Shielding.
A shield forms around Elf Girl & Golem.
Elf Girl & Golem casts Grace of the Eternals.
Elf Girl & Golem speeds up.
Bethinor the Guardian uses Stunning Blow.
Your shield crumbles under the damage!
The shield around Elf Girl & Golem crumbles.
Elf Girl & Golem unleashes the fury of her.
Bethinor the Guardian hits Elf Girl & Golem for 119 physical, 15 blight, 7 blight damage (total 139.46).
Elf Girl & Golem hits Bethinor the Guardian for 0 nature, 0 light damage (total 0.00).
Bethinor the Guardian uses Stun.
Bethinor the Guardian hits Elf Girl & Golem for 114 physical damage.
Bethinor the Guardian killed Elf Girl & Golem!
Elf Girl & Golem hits Bethinor the Guardian for 0 nature, 0 light damage (total 0.00).
Elf Girl & Golem the level 21 shalore alchemist was bled to death by Bethinor the Guardian on level 1 of Ruined Dungeon.
Elf Girl & Golem deactivates Staff Warding.
Elf Girl & Golem is not stunned anymore.
Elf Girl & Golem is a less furious bunny.
Elf Girl & Golem slows down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.