Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Doomed |
Level / Exp | 22 / 49% |
Size | medium |
Lifes / Deaths | Killed by Voratha the boiling horror at level 22 on the 71st Dusk 122nd year of Ascendancy at 12:28 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 33 (base 25) |
Magic | 13 (base 10) |
Willpower | 59 (base 37) |
Cunning | 50 (base 46) |
Resources
Life | -249/564 |
Hate | 104/104 |
Healing Factor | 1.2889294477288 |
Regeneration | 8.0558090483052 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 21 |
Accuracy | 36 |
Crit Chance | 19% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 36 |
Crit Chance | 18% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Physical | +13% |
Nature | +9% |
Fire | +28% |
Arcane | +16% |
Mind | +34% |
All | +5% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +10% |
Fire | +10% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 41 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 5%( 70%) |
All | + 9%( 70%) |
Lightning | + 9%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 20%( 70%) |
Fire | + 38%( 70%) |
Darkness | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 385 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 5 light, 5 blight, 5 cold, 5 acid |
Class Talents
Cursed / Darkness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed black mamba head. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed vial of squid ink. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | Belufang the pair of rough leather boots (Corpses) (15 def, 7 armour) Belufang the pair of rough leather boots (Corpses) (15 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +15 (+7 eff.) Changes resistances: +3% cold Stun/Freeze immunity: +10% Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum stamina: +11.00 Curse of Corpses A pair of boots made of leather. |
Light source | Searoozer SearoozerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 20% chance to reduce armor by 21% Changes resistances: +3% acid / +6% fire Only die when reaching: -20.00 life Maximum life: +45.00 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. |
On head | Daimuhir (Misfortune) (1 def, 0 armour) Daimuhir (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances penetration: +5% mind Changes damage: +11% arcane / +12% mind Critical mult.: +10.00% Maximum mana: +22.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +1% Curse of Misfortune A pointy cloth hat, very wizardly... |
On hands | Unryrath the Deepsknight (Misfortune) (0 def, 7 armour) Unryrath the Deepsknight (Misfortune) (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage (Melee): 6 physical Changes stats: +1 Wil Changes resistances: +5% arcane / +3% cold Changes damage: +3% physical Mental save: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Camerak the Unlightpassion [power 105] (15 cooldown) Camerak the Unlightpassion [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +6% darkness Changes damage: +9% mind Psi when hit: +0.04 Mindpower: +10 (+3 eff.) It can be used to fire a magical bolt dealing 110 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | painweaver's copper ring of life painweaver's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes damage: +5% all Life regen: +6.00 Maximum life: +42.00 Spellpower: +6 (+3 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
On fingers | Elyrenn the Deepsbreeze Elyrenn the DeepsbreezeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +6% darkness / +26% fire Changes resistances penetration: +10% darkness Changes damage: +13% fire Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Around neck | savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Amulets make your neck look great! |
In main hand | Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage) Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Around waist | rough leather belt 'Zubarin' (Misfortune) rough leather belt 'Zubarin' (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +3% temporal Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Maximum life: +30.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | nature's thorny mindstar of resolve (Misfortune) (10-11 power, 24 apr, mind damage) nature's thorny mindstar of resolve (Misfortune) (10-11 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Disease immunity: +13% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune 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. |
Cloak | Ivygada (Misfortune) (1 def, 0 armour) Ivygada (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +2 Wil Changes damage: +3% mind Mental save: +6 (+2 eff.) Equilibrium when hit: +0.04 Maximum hate: +4.00 Mindpower: +25 (+6 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (Madness) (12 def, 8 armour) Robe of Force (Madness) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 46.41 to 58.01 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
serendipitous copper amulet serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
copper ring 'Blizzardsting' copper ring 'Blizzardsting'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Con Changes resistances: +22% cold Changes damage: +14% cold Maximum stamina: +30.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of massacre (Madness) (44-66 power, 2 apr)balanced dwarven-steel battleaxe of massacre (Madness) (44-66 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +9 (+4 eff.) Disarm immunity: +32% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of paradox (Corpses) (19-25 power, 7 apr)acidic dwarven-steel dagger of paradox (Corpses) (19-25 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Damage (Melee): +10 temporal When wielded/worn: Changes resistances: +5% temporal Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of crippling (Nightmares) (18-23 power, 7 apr)arcing dwarven-steel dagger of crippling (Nightmares) (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of crippling (Misfortune) (17-22 power, 7 apr)elemental dwarven-steel dagger of crippling (Misfortune) (17-22 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 27 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +10% acid Changes damage: +8% acid Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of crippling (Misfortune) (43-64 power, 2 apr)dwarven-steel greatmaul of crippling (Misfortune) (43-64 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword (Madness) (24-33 power, 4 apr)balanced dwarven-steel longsword (Madness) (24-33 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+3 eff.) Disarm immunity: +20% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Corruptionstalker (Corpses) (4-5 power, 18 apr, mind damage)Corruptionstalker (Corpses) (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 light When wielded/worn: Changes resistances: +18% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +19.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses 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. |
Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage) Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 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: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 116.77 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Sulfurfiend (Madness) (4-5 power, 18 apr, mind damage) Sulfurfiend (Madness) (4-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Damage (Melee): 4 lightning / 3 physical / 3 fire / 4 acid / 4 cold Changes stats: +1 Cun / +2 Wil Changes resistances: +2% lightning / +5% physical / +3% cold / +3% fire / +6% nature / +3% acid Changes resistances penetration: +3% physical Changes damage: +3% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness 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. creative vined mindstar of storms (Nightmares) (6-6 power, 18 apr, nature damage)creative vined mindstar of storms (Nightmares) (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +3 Wil / +6 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +6% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
epiphanous vined mindstar (Misfortune) (6-7 power, 18 apr, mind damage) epiphanous vined mindstar (Misfortune) (6-7 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +5% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune 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. hateful vined mindstar (Madness) (5-6 power, 18 apr, mind damage)hateful vined mindstar (Madness) (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness Changes damage: +7% mind / +9% darkness Talent granted: +1 Attune Mindstar Maximum hate: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness 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. |
manaburning thorny mindstar of life (Nightmares) (10-10 power, 24 apr, nature damage) manaburning thorny mindstar of life (Nightmares) (10-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 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: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Changes resistances: +3% arcane Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +15.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Snowgash' (Misfortune) (6-7 power, 18 apr, nature damage) vined mindstar 'Snowgash' (Misfortune) (6-7 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 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% Damage (Melee): +12 cold When wielded/worn: Physical crit. chance: +4.0% Armour: +8 Damage (Melee): 8 cold Changes resistances: +6% temporal / +8% cold / +5% arcane / +9% light Changes resistances penetration: +7% cold Changes damage: +6% cold Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. yew vilestaff of protection (Corpses) (20-24 power, 4 apr, darkness element)yew vilestaff of protection (Corpses) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ichorspawner (Shrouds) (22-31 power, 4 apr)Ichorspawner (Shrouds) (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 37 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 mind / +8 nature / +8 fire Damage (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 nature Changes stats: +11 Wil / +3 Cun / +8 Con Changes damage: +3% nature Maximum life: +45.00 Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Shiverwrecker' (Misfortune) (18-24 power, 4 apr)dwarven-steel waraxe 'Shiverwrecker' (Misfortune) (18-24 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +12% lightning Changes damage: +18% cold Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of daylight (Madness) (20-28 power, 4 apr)dwarven-steel waraxe of daylight (Madness) (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +5% Undead Curse of Madness One-handed war axes. |
hateful dwarven-steel waraxe of crippling (Nightmares) (21-29 power, 4 apr) hateful dwarven-steel waraxe of crippling (Nightmares) (21-29 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +7.0% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of burglary (Nightmares)hardened leather belt of burglary (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Trap disarming bonus: +10 Stealth bonus: +8 Infravision radius: +3 Curse of Nightmares A belt that goes around your waist. |
Lightbile (Nightmares) (1 def, 0 armour) Lightbile (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances: +6% light Changes damage: +12% light Maximum life: +31.00 Mental crit. chance: +3% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Nimbussorrow' (Misfortune) (0 def, 0 armour)cashmere robe 'Nimbussorrow' (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning / 10 fire Changes stats: +4 Con Changes resistances: +11% all Changes resistances penetration: +25% lightning Changes damage: +20% nature Poison immunity: +27% Disease immunity: +34% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Woevalor' (Nightmares) (0 def, 0 armour) cashmere robe 'Woevalor' (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 30% Damage when hit (Melee): 6 blight Changes stats: +5 Str / +9 Mag / +10 Wil Changes resistances: +7% lightning / +9% darkness / +5% blight / +7% cold / +11% all Changes resistances penetration: +10% darkness Changes damage: +8% lightning / +9% physical / +3% blight / +9% cold Life regen: +2.40 Mana each turn: +0.16 Psi each turn: +0.16 Maximum life: +43.00 Healing mod.: +14% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe of time (+10%) (Shrouds) (0 def, 0 armour)focusing cashmere robe of time (+10%) (Shrouds) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +11% all / +10% temporal Changes damage: +10% temporal Mana each turn: +0.24 Psi each turn: +0.16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant woollen robe of life (Nightmares) (0 def, 0 armour)verdant woollen robe of life (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% blight / +9% all Changes damage: +7% nature Poison immunity: +30% Disease immunity: +28% Life regen: +2.10 Maximum life: +58.00 Healing mod.: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkbait the pair of rough leather boots (Misfortune) (0 def, 1 armour) Sparkbait the pair of rough leather boots (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +5% lightning Equilibrium when hit: +0.08 Maximum hate: +2.00 Mindpower: +15 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
Spellhunt Remnants (Madness) (1 def, 2 armour) Spellhunt Remnants (Madness) (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of command (Madness) (8 def, 11 armour)enlightening steel mail armour of command (Madness) (8 def, 11 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Cun / +3 Wil Mental save: +25 (+9 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of Eyal (Misfortune) (2 def, 15 armour)impenetrable steel mail armour of Eyal (Misfortune) (2 def, 15 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +4.00 Maximum life: +23.00 Healing mod.: +10% Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of acid resistance (Misfortune) (3 def, 8 armour)rejuvenating dwarven-steel mail armour of acid resistance (Misfortune) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +17% acid Life regen: +5.20 Stamina each turn: +1.00 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (Shrouds) (9 def, 6 armour)hardened leather armour of lightning resistance (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +21% lightning Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of acid resistance (Nightmares) (0 def, 11 armour)dwarven-steel plate armour of acid resistance (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +17% acid Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of lightning resistance (Shrouds) (0 def, 11 armour)dwarven-steel plate armour of lightning resistance (Shrouds) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +19% lightning Curse of Shrouds A suit of armour made of metal plates. |
steel plate armour 'Belihir' (Madness) (6 def, 13 armour) steel plate armour 'Belihir' (Madness) (6 def, 13 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +6 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +6% arcane / +10% physical Physical save: +13 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +18 (+6 eff.) Disease immunity: +10% Pinning immunity: +10% Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of cold resistance (+21%) (Madness) (0 def, 6 armour, 77.5 block)shocking dwarven-steel shield of cold resistance (+21%) (Madness) (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 4 lightning Changes resistances: +21% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Woequench' (14/35, 29-41 power, 10 apr)quiver of yew arrows 'Woequench' (14/35, 29-41 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 35 Damage (Ranged): +20 darkness / +8 nature Damage (radius 2) on crit: +20 darkness / +8 nature When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
58 alchemist agate 58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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. |
Durukath the brass lantern Durukath the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +3% acid / +6% temporal Physical save: +12 (+6 eff.) Disarm immunity: +10% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Light radius: +5 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. |
Pyrebore PyreboreCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Wil Changes resistances: +6% fire Changes damage: +6% physical Mental save: +9 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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 after 40 turns Activation costs 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of dwarven-steel shots of erosion (55/55, 32-38 power, 3 apr)high-capacity pouch of dwarven-steel shots of erosion (55/55, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 55 Damage (Ranged): +8 nature When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Tekan [power 170] (15 cooldown) Tekan [power 170] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +6% fire Changes damage: +6% mind Pinning immunity: +20% Maximum hate: +10.00 It can be used to blast the opponent's mind dealing 228 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 176] (15 cooldown) focusing ash totem of stinging [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 192 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of stinging [power 110] (15 cooldown) powerful elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 120 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 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. |
10 ametrine 10 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. |
5 citrine 5 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. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By more like dumbelf the Doomelf Doomed level 10
5th Flare 122nd year of Ascendancy at 20:12 see stats
By more like dumbelf the Doomelf Doomed level 22
70th Dusk 122nd year of Ascendancy at 18:33 see stats
By more like dumbelf the Doomelf Doomed level 6
77th Pyre 122nd year of Ascendancy at 17:34 see stats
By more like dumbelf the Doomelf Doomed level 10
6th Mirth 122nd year of Ascendancy at 06:55 see stats
By more like dumbelf the Doomelf Doomed level 20
68th Dusk 122nd year of Ascendancy at 02:01 see stats
By more like dumbelf the Doomelf Doomed level 22
70th Dusk 122nd year of Ascendancy at 22:55 see stats
By more like dumbelf the Doomelf Doomed level 19
50th Dusk 122nd year of Ascendancy at 10:44 see stats
By more like dumbelf the Doomelf Doomed level 10
7th Mirth 122nd year of Ascendancy at 01:07 see stats
By more like dumbelf the Doomelf Doomed level 10
9th Mirth 122nd year of Ascendancy at 00:14 see stats
By more like dumbelf the Doomelf Doomed level 22
71st Dusk 122nd year of Ascendancy at 05:24 see stats
By more like dumbelf the Doomelf Doomed level 16
22nd Dusk 122nd year of Ascendancy at 08:49 see stats
Log
Voratha the boiling horror casts Fireflash.
You have deflected 1 incoming damage!
Burning from Voratha the boiling horror hits more like dumbelf for (1 deflected), 18 fire (18 total damage).
Deadly Poison from Eloribrelaith the giant eel hits more like dumbelf for 59 nature damage.
Emelyssra the squid receives 39 healing from Unnatural Body.
Emelyssra the squid uses Instill Fear.
Shadow casts Fade.
Shadow fades!
Shadow resists the fear!
You have deflected 7 incoming damage!
You have deflected 5 incoming damage!
More like dumbelf resists the fear!
more like dumbelf HEALS from darkness damage!
Emelyssra the squid hits more like dumbelf for (7 deflected), 7 mind, (5 deflected), 5 darkness, 1 healing (13 total damage) [1 healing].
Emelyssra the squid hits Shadow for 0 mind, 0 darkness (0 total damage).
Voratha the boiling horror casts Water Bolt.
Voratha the boiling horror is lost in despair!
Deadly Poison from Eloribrelaith the giant eel hits more like dumbelf for 59 nature damage.
Burning from Voratha the boiling horror hits more like dumbelf for 20 fire damage.
Shadow casts Blindside.
Shadow hits Something for 76 physical damage.
Shadow is blood locked.
More like dumbelf is blood locked.
You have deflected 12 incoming damage!
Voratha the boiling horror's Fireflash hits Shadow for 290 fire damage.
Voratha the boiling horror's Fireflash hits Something for 242 fire damage.
Voratha the boiling horror's Fireflash hits more like dumbelf for (12 deflected), 131 fire (131 total damage).
Voratha the boiling horror's Fireflash hits Something for 242 fire damage.
more like dumbelf the level 22 doomelf doomed was combusted to death by Voratha the boiling horror on level 3 of Lake of Nur.