











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 26 / 57% |
| Size | big |
| Lifes / Deaths | Killed by Veluriba the elder vampire at level 26 on the 7th Regrowth 123rd year of Ascendancy at 22:25 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 57) |
| Dexterity | 32 (base 15) |
| Constitution | 16 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 70 (base 47) |
| Cunning | 26 (base 10) |
Resources
| Life | -62/894 |
| Stamina | 325/325 |
| Equilibrium | 58 |
| Healing Factor | 1.1845771506545 |
| Regeneration | 7.546416672732 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 42 |
| Crit Chance | 32% |
| APR | 20 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 16% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +25% |
| Physical | +20% |
| Cold | +20% |
| All | +0% |
| Darkness | +20% |
| Light | +12% |
| Lightning | +20% |
| Fire | +20% |
| Nature | +36% |
Offense: Damage Penetration
| Cold | +30% |
| Lightning | +65% |
| Acid | +30% |
| Darkness | +30% |
| Blight | +30% |
| Physical | +30% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 56.511077022654 (89.749889547741%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 36 |
| Physical Save | 31 |
| Spell Save | 37 |
| Mental Save | 33 |
Defense: Resistances
| Acid | 21%( 70%) |
| Blight | 7%( 70%) |
| Arcane | 11%( 70%) |
| Cold | 46%( 70%) |
| All | 2%( 70%) |
| Physical | 26%( 70%) |
| Lightning | 44%( 70%) |
| Light | 4%( 70%) |
| Temporal | 6%( 70%) |
| Mind | 2%( 70%) |
| Darkness | 10%( 70%) |
| Fire | 22%( 70%) |
| Nature | 44%( 70%) |
Defense: Immunities
| Pinning Resistance | 89% |
| Bleed Resistance | 0% |
| Disarm Resistance | 90% |
| Knockback Resistance | 100% |
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
Escort the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell) | active |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.& | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glowdash (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +9 Changes resistances: +6% lightning / +5% temporal / +3% light Only die when reaching: -20.00 life A pair of boots made of leather. |
| Light source | brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +1 Mag / +3 Wil / +5 Cun Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +13% 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 | hardened leather cap &039; (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 lightning Changes stats: +7 Str / +5 Dex / +5 Wil Changes resistances: +6% physical Changes resistances penetration: +20% lightning Reduces incoming crit damage: 10.00% Physical save: +5 (+2 eff.) A cap made of leather. |
| On hands | scouring dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Changes stats: +4 Cun / +3 Dex Spell save: +14 (+5 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe &039; (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +7 Defense: +5 (+3 eff.) Changes stats: +2 Str / +2 Dex / +1 Con Changes resistances: +18% cold / +6% darkness / +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | Ce&Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% fire / +24% nature / +5% arcane Changes damage: +12% nature Disarm immunity: +48% Pinning immunity: +49% Knockback immunity: +48% Maximum life: +47.00 Rings make your fingers look great! |
| Around neck | grounding copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
| In main hand | Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +17.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +22.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | FreezeladyCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 6 cold Changes resistances: +6% nature Spell save: +10 (+4 eff.) Pinning immunity: +20% Maximum life: +80.00 Size category: +1 A belt that goes around your waist. |
| In off hand | Starhunt (0 def, 4 armour, 112% power, 40 block)Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: +8% Effects on melee hit: * 7 arcane resource burn Damage (Melee): 9 acid / 7 nature Effects when hit in melee: * 7 arcane resource burn Damage when hit (Melee): 4 light Changes stats: +3 Str / +2 Dex / +3 Con Changes resistances: +5% acid / +7% nature / +15% lightning Changes damage: +12% light / +3% acid Talent granted: +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak &039; (12 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +8 Defense: +12 (+6 eff.) Changes resistances: +5% arcane / +14% cold Changes resistances penetration: +15% lightning Critical mult.: +5.00% Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +6% physical / +7% cold / +6% lightning / +5% fire Talent cooldown: Rush (-5 turns) Mental save: +13 (+6 eff.) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (speed 566%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 427%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Ce&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +9% light Changes damage: +30% light Life regen: +2.00 Light radius: +3 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Rimemalice the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Dex / +7 Cun / +5 Con Changes resistances: +3% cold Changes resistances cap: +5% all Changes resistances penetration: +10% blight Physical save: +14 (+7 eff.) Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Shockvault the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +6% darkness / +3% blight / +6% fire / +11% mind Confusion immunity: +21% Amulets make your neck look great! |
clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% mind Confusion immunity: +23% Amulets make your neck look great! |
cleansing steel amulet of willpower (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% nature / +11% blight Poison immunity: +28% Disease immunity: +23% Amulets make your neck look great! |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
mindweaver&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+4 eff.) Confusion immunity: +16% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
restful gold amulet of strength (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +6 Str Life regen: +2.00 Amulets make your neck look great! |
restful steel amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes damage: +5% blight / +8% fire Critical mult.: +11.00% Life regen: +2.00 Spellpower: +7 (+2 eff.) Amulets make your neck look great! |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
AbyssnighCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Fatigue: -6% Changes stats: +3 Str Changes resistances penetration: +20% fire Maximum encumbrance: +20 Disease immunity: +10% Maximum stamina: +20.00 Rings make your fingers look great! |
Airpanic the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances penetration: +10% lightning Equilibrium when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +8% Rings make your fingers look great! |
Cyromira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +1 Mag Changes resistances: +6% mind Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
DawnveilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +1% physical / +24% nature / +5% arcane Changes resistances penetration: +5% light Changes damage: +12% nature / +3% light Silence immunity: +20% Rings make your fingers look great! |
Galetrail the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +2 Mag Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Mental save: +12 (+6 eff.) Psi when hit: +0.16 Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
Halodunaldir the FrozenmightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +8 Wil / +4 Cun Changes resistances: +6% light Changes damage: +9% cold Blindness immunity: +20% Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Light radius: +1 Infravision radius: +4 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes resistances penetration: +25% temporal Changes damage: +15% arcane / +11% fire Reduces incoming crit damage: 15.00% Maximum mana: +40.00 Rings make your fingers look great! |
marksman&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
mule&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Silence immunity: +22% Mana each turn: +0.10 Rings make your fingers look great! |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +13% blight Changes damage: +13% blight Rings make your fingers look great! |
titan&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Rings make your fingers look great! |
warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings make your fingers look great! |
warrior&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 11% chance to reduce all saves and defense by 26 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 7 physical Changes stats: +2 Cun / +3 Str Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe &039; (138% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 temporal Damage (radius 2) on crit: +4 physical When wielded/worn: Changes stats: +1 Wil / +4 Con Changes resistances: +12% temporal Changes resistances penetration: +20% arcane Maximum mana: +80.00 Maximum stamina: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Starblack the stralite dagger (152% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 152% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +34 fire When wielded/worn: Changes resistances penetration: +10% mind / +9% fire Critical mult.: +15.00% Mindpower: +10 (+3 eff.) Light radius: +3 Global speed: +9% Sharp, short and deadly. |
Clouddare (103% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 103% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 nature / +4 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +6 Con / +6 Wil Changes resistances: +3% cold Changes damage: +6% lightning Maximum life: +13.00 Sharp, long, and deadly. |
Unlightfoe the dwarven-steel longsword (124% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Changes stats: +2 Str / +3 Dex / +4 Wil / +1 Con Changes resistances penetration: +11% physical See invisible: +9 Sharp, long, and deadly. |
Sepsiskill (140% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +7 Effects on melee hit: * 20% chance to reduce armor by 7% Changes stats: +3 Dex Changes resistances: +9% acid Changes resistances penetration: +9% physical Changes damage: +6% nature Combat speed: +10% Blunt and deadly. |
dreamer&Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +6% lightning / +5% mind Changes resistances penetration: +6% lightning Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Psi each turn: +0.40 Maximum psi: +23.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
PoramaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +17 Defense: +8 (+4 eff.) Changes stats: +3 Wil Physical save: +16 (+8 eff.) Mental save: +16 (+7 eff.) Maximum life: +49.00 Maximum stamina: +30.00 Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
YarechakCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Dex / +3 Cun / +5 Lck Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +10% arcane / +5% acid Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Galufast the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Cun Changes resistances: +11% cold Changes resistances penetration: +10% mind Mental save: +3 (+1 eff.) Psi when hit: +0.08 Maximum hate: +6.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hosus the Blazetitan (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +9 Str / +2 Cun / +2 Con Changes resistances: +9% fire Changes resistances penetration: +10% arcane Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorarivea the Floetreason (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +25% blight / +15% cold Spell save: +6 (+3 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanuthra the cashmere cloak (10 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 6 blight Changes stats: +3 Mag / +6 Wil / +3 Cun Changes resistances: +3% blight Changes resistances penetration: +5% mind Changes damage: +12% mind Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Maximum mana: +49.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
focusing woollen robe of lightning (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +18% lightning / +9% all Changes damage: +12% lightning Mana each turn: +0.10 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthegorn the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Cun Changes damage: +6% mind Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.12 Mindpower: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of iron boots &039; (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes damage: +3% lightning / +6% blight Mana when firing critical spell: +2.00 Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Bybar the Cleansegrit (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 53% * 20 arcane resource burn Changes damage: +3% nature / +3% mind Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +12.00 Maximum psi: +10.00 Mindpower: +10 (+3 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Armour: +2 Changes resistances: +5% blight Spell save: +11 (+4 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +5.00 Stamina each turn: +1.00 Maximum stamina: +19.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.83 to 128.49 lightning damage (85.66 average). The damage will increase with your Mindpower. This hat& |
Khelurin the Shiverwoe (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +9% lightning Changes resistances penetration: +15% cold Mindpower: +15 (+5 eff.) Mental crit. chance: +1% A cap made of leather. |
Quenchbraze the dwarven-steel helm (0 def, 4 armour) =Water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +3% acid / +14% cold / +5% arcane Allows you to breathe in: water Mental save: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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.Toryruifang the cashmere wizard hat (27 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Defense: +27 (+12 eff.) Changes stats: +3 Dex Changes resistances: +18% physical Changes damage: +14% physical Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Viperwell the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun Changes resistances: +7% lightning / +6% temporal Changes damage: +3% nature Critical mult.: +5.00% A cap made of leather. |
dwarven-steel helm &039; (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +8 Con Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap &039; (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Dex / +4 Wil / +1 Con Changes resistances: +6% blight / +6% nature / +3% light A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +7% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. |
Artharim the steel plate armour (0 def, 25 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +25 Fatigue: +16% Changes resistances penetration: +20% physical Changes damage: +6% arcane Physical save: +7 (+3 eff.) Spell save: +12 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
dwarven-steel plate armour &039; (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +2 Wil / +2 Cun / +4 Con Changes resistances: +25% blight / +3% lightning / +16% darkness / +3% acid Light radius: +2 A suit of armour made of metal plates. |
Xanetta (0 def, 4 armour, 112% power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +18% lightning / +11% temporal Talent granted: +1 Block Hate when firing a critical mind attack: +1.00 Maximum life: +47.00 Maximum psi: +30.00 Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
106 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal& |
dwarven-steel pickaxe &039; (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Damage when hit (Melee): 8 acid / 2 physical Changes stats: +2 Str Changes resistances: +6% acid Changes damage: +3% acid / +8% fire / +7% mind Mental save: +10 (+5 eff.) Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BlindmoonInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% acid / +6% light / +12% mind / +3% all Changes resistances penetration: +5% light Changes damage: +6% acid Spell save: +7 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Veluth the DaybreezeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Dex / +4 Wil Maximum life: +42.00 Light radius: +3 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. |
alchemist&039;Tidefurnace&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 10 cold Changes resistances: +9% acid Changes resistances penetration: +10% cold Blindness immunity: +28% Confusion immunity: +14% Light radius: +10 See stealth: +7 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Freya Iceclad the Thalore Wyrmic level 18
59th Haze 122nd year of Ascendancy at 07:10 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Freya Iceclad the Thalore Wyrmic level 9
10th Haze 122nd year of Ascendancy at 23:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Freya Iceclad the Thalore Wyrmic level 22
80th Haze 122nd year of Ascendancy at 20:53 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Freya Iceclad the Thalore Wyrmic level 24
10th Decay 122nd year of Ascendancy at 14:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Freya Iceclad the Thalore Wyrmic level 22
5th Decay 122nd year of Ascendancy at 00:02 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Freya Iceclad the Thalore Wyrmic level 22
80th Haze 122nd year of Ascendancy at 07:20 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Freya Iceclad the Thalore Wyrmic level 18
64th Haze 122nd year of Ascendancy at 04:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Freya Iceclad the Thalore Wyrmic level 10
18th Haze 122nd year of Ascendancy at 08:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Freya Iceclad the Thalore Wyrmic level 20
74th Haze 122nd year of Ascendancy at 11:11 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Freya Iceclad the Thalore Wyrmic level 21
76th Haze 122nd year of Ascendancy at 21:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Freya Iceclad the Thalore Wyrmic level 19
73rd Haze 122nd year of Ascendancy at 02:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Freya Iceclad the Thalore Wyrmic level 9
5th Haze 122nd year of Ascendancy at 17:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Freya Iceclad the Thalore Wyrmic level 9
2nd Haze 122nd year of Ascendancy at 11:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Freya Iceclad the Thalore Wyrmic level 22
1st Decay 122nd year of Ascendancy at 05:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Freya Iceclad the Thalore Wyrmic level 16
51st Haze 122nd year of Ascendancy at 18:09 see stats
Log
Talent Quake is ready to use.
Talent Venomous Breath is ready to use.
Talent Mana Clash is ready to use.
Talent Dig is ready to use.
Rotting Disease from Veluriba the elder vampire hits Freya Iceclad for 28 blight damage.
Bleeding from Veluriba the elder vampire hits Freya Iceclad for 67 physical damage.
Forest wight&1133F3LASTLAST039;s glacial vapour area effect hits Skeleton warrior for 26 cold damage.
Forest wight&1133F3LASTLAST039;s glacial vapour area effect hits Freya Iceclad for 11 cold damage.
Forest wight&1133F3LASTLAST039;s glacial vapour area effect hits Veluriba the elder vampire for 10 cold damage.
Forest wight&1133F3LASTLASTUID:44899:0fbd578LASTLASTUID:45148:0fbd578LASTLASTDust to Dust.
Freya Iceclad, temporal explorer hits Grave wight for 22 temporal, 10 physical (33 total damage).
Aletta Soultorn casts Sun Ray.
Veluriba the elder vampire casts Flame.
Veluriba the elder vampire&
Freya Iceclad is on fire!
Aletta Soultorn shrugs off the effect &039;!
Melee retaliation hits Veluriba the elder vampire for 3 light, 9 arcane, 8 cold, 2 lightning (24 total damage).
Aletta Soultorn hits Freya Iceclad for 91 light damage.
Veluriba the elder vampire hits Freya Iceclad for 80 physical, 92 fire (172 total damage).
Phantasmal Shield hits Freya Iceclad for 108 light damage.
Phantasmal Shield hits Forest wight for 138 light damage.
Phantasmal Shield hits Grave wight for 167 light damage.
Phantasmal Shield hits Aletta Soultorn for 123 light damage.
Freya Iceclad the level 26 thalore wyrmic was sun baked to death by Veluriba the elder vampire on level 4 of Dreadfell.



























































































































