Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Hulk! 1.4.8 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Items Vault 1.4.8Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Hulk |
Class | Berserker |
Level / Exp | 28 / 75% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 1068 (base 58) |
Dexterity | 1045 (base 38) |
Constitution | 1055 (base 23) |
Magic | 1019 (base 10) |
Willpower | 1022 (base 10) |
Cunning | 1035 (base 12) |
Resources
Mana | 5335/5382 |
Equilibrium | 0 |
Life | 402699/402699 |
Positive | 0/131 |
Stamina | 2675/2675 |
Healing Factor | 1.18 |
Regeneration | 11816.498407661 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 9 |
See Stealth | 6 |
See Invisible | 15 |
Offense: Mainhand
Damage | 1641 |
Accuracy | 238 |
Crit Chance | 633% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 192 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 203 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 72 (97.241379310345%) |
Defense | 171 |
Ranged Defense | 171 |
Fatigue | 34 |
Physical Save | 188 |
Spell Save | 191 |
Mental Save | 185 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Disarm Resistance | 68% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 4238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 222.24 physical damage and 493.87 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Exploit Weakness |
talent | Onslaught |
talent | Slow Motion |
beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by fire wyrm. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by ghoulking. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Elawen the giant lightning ant. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Poryssra the skeleton magus. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 5 of Dreadfell) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | insulating pair of hardened leather boots of speed (0 def, 3 armour) insulating pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% fire / +9% cold Movement speed: +20% A pair of boots made of leather. |
Quiver | pouch of stralite shots 'Xoriaba' (23/23, 40.5-48.6 power, 5 apr) pouch of stralite shots 'Xoriaba' (23/23, 40.5-48.6 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 40.5 - 48.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 On weapon hit: * 20% chance to cause random gloom * 20% chance to disease * 10% chance to crush the target Damage (Ranged): +14 temporal / +12 blight / +8 nature / +8 gravity Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Light radius: +4 See stealth: +6 See invisible: +6 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 | Arcimmortal the voratun helm (0 def, 5 armour) Arcimmortal the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 lightning Changes stats: +10 Con Changes resistances: +15% acid / +15% temporal / +15% cold / +14% fire / +42% lightning Changes resistances penetration: +20% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun pickaxe 'Aeruwyn' (dig speed 10 turns) voratun pickaxe 'Aeruwyn' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+0 eff.) Armour: +4 Defense: +7 (+1 eff.) Changes stats: +6 Str / +1 Mag / +6 Cun / +5 Con Changes resistances: +9% physical Changes resistances penetration: +5% arcane Maximum mana: +60.00 Light radius: +4 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Singequeller SingequellerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Con Changes resistances: +3% acid / +28% fire / +5% arcane Changes damage: +32% fire Spell save: +17 (+2 eff.) Life regen: +1.20 Maximum life: +69.00 Maximum stamina: +22.00 Healing mod.: +18% Rings can have magical properties. |
On fingers | stralite ring 'Dazzlerupture' stralite ring 'Dazzlerupture'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +12 Defense: +15 (+2 eff.) Changes stats: +4 Con Changes resistances: +28% cold Changes resistances penetration: +10% light Changes damage: +14% cold Spell save: +15 (+2 eff.) Maximum stamina: +22.00 Spellpower: +4 (+1 eff.) Light radius: +3 Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Gulin' drakeskin leather belt 'Gulin'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +9 Mag / +6 Wil Changes resistances: +9% acid / +10% fire / +10% lightning / +10% cold Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Maximum vim: +61.00 Spell crit. chance: +6% Mindpower: +11 (+1 eff.) See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
In main hand | voratun battleaxe 'Stormweeper' (58-87 power, 4 apr) voratun battleaxe 'Stormweeper' (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +42 cold Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical power: +21 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Con Changes resistances: +6% acid / +15% lightning Changes resistances penetration: +23% acid / +21% physical / +23% cold / +24% fire / +24% lightning Changes damage: +18% lightning Disarm immunity: +43% Infravision radius: +2 Massive two-handed battleaxes. |
On hands | Elythra the Shockblack (0 def, 3 armour) Elythra the Shockblack (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Armour: +3 Damage (Melee): 20 darkness Changes stats: +9 Cun / +8 Dex Changes resistances: +13% darkness Changes damage: +11% darkness / +6% blight Life regen: +4.00 Stamina each turn: +1.90 Maximum stamina: +40.00 Spellpower: +6 (+1 eff.) Damage Shield penetration: +30% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Koroyahell (24 def, 26 armour) Koroyahell (24 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 14 light / 4 temporal Changes stats: +6 Cun / +6 Wil Changes resistances: +30% blight / +29% darkness / +5% arcane / +6% nature Reduces incoming crit damage: 15.00% Spell save: +20 (+2 eff.) Mental save: +25 (+2 eff.) Disarm immunity: +25% Pinning immunity: +5% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Poruna' (15 def, 10 armour) elven-silk cloak 'Poruna' (15 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +15 (+2 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +30% cold Changes damage: +15% arcane Physical save: +30 (+3 eff.) Mental save: +14 (+1 eff.) Only die when reaching: -50.00 life Maximum psi: +30.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Guta GutaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Str Changes resistances: +3% light / +5% arcane Changes resistances penetration: +10% temporal Physical save: +6 (+1 eff.) Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Inventory
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Hedur HedurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +1 Mag / +8 Con Changes resistances: +24% acid Changes resistances penetration: +10% arcane Changes damage: +12% acid Physical save: +6 (+1 eff.) Pinning immunity: +5% Rings can have magical properties. |
Relguraldir (56.5-84.75 power, 4 apr) Relguraldir (56.5-84.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * Random elemental explosion On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +28 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +3% mind Changes resistances penetration: +39% acid / +24% fire / +24% lightning / +24% cold Changes damage: +6% acid Massive two-handed battleaxes. |
Beloranor the stralite greatmaul (53.5-80.25 power, 3 apr) Beloranor the stralite greatmaul (53.5-80.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +19 mind When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes resistances: +5% arcane Changes resistances penetration: +29% acid / +38% fire / +39% lightning / +30% cold Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% See invisible: +3 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
stralite greatmaul 'Duskclash' (50.5-75.75 power, 3 apr) stralite greatmaul 'Duskclash' (50.5-75.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.5 - 75.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 63% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target Damage (Melee): +20 mind When wielded/worn: Damage when hit (Melee): 8 darkness / 12 blight Changes resistances: +6% blight / +21% cold / +6% light Changes resistances penetration: +21% acid / +21% fire / +16% lightning / +21% cold Changes damage: +9% blight Cut immunity: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
voratun greatmaul 'Aryriatira' (65-97.5 power, 4 apr) voratun greatmaul 'Aryriatira' (65-97.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +24 darkness Damage against: +23% Living When wielded/worn: Physical crit. chance: +21.0% Changes stats: +2 Dex / +1 Mag / +1 Con Changes resistances penetration: +24% acid / +20% fire / +23% lightning / +24% cold Changes damage: +12% arcane Grants telepathy: Humanoid/Orc Massive two-handed mauls. |
balanced iron greatsword (15.5-24.8 power, 1 apr) balanced iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+0 eff.) Defense: +7 (+1 eff.) Disarm immunity: +29% Massive two-handed swords. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
thought-forged dwarven-steel greatsword of erosion (34.5-55.2 power, 2 apr) thought-forged dwarven-steel greatsword of erosion (34.5-55.2 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +9 temporal / +10 nature / +12 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil Massive two-handed swords. |
Cystwilter the voratun longsword (58-81.2 power, 6 apr) Cystwilter the voratun longsword (58-81.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 nature / +8 arcane Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +14.0% Changes stats: +4 Str / +8 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +15% lightning Life regen: +0.20 Sharp, long, and deadly. |
dwarven-steel longsword 'Tarridunarig' (23.5-32.9 power, 4 apr) dwarven-steel longsword 'Tarridunarig' (23.5-32.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +6 darkness Damage against: +7% Living When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +2 Str / +3 Wil / +1 Cun Disarm immunity: +27% Light radius: +1 Sharp, long, and deadly. |
living mindstar 'Ce'Nawyn' (16.5-18.15 power, 40 apr, nature damage) living mindstar 'Ce'Nawyn' (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Damage when hit (Melee): 8 arcane / 11 fire Changes resistances: +20% fire Changes resistances penetration: +7% fire Changes damage: +3% acid / +11% fire Spell save: +9 (+1 eff.) Equilibrium when hit: +1.50 Spellpower: +6 (+1 eff.) Mindpower: +16 (+2 eff.) Mental crit. chance: +5% Global speed: +4% 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. |
mossy mindstar 'Cyruganne' (2.5-2.75 power, 12 apr, nature damage) mossy mindstar 'Cyruganne' (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes stats: +1 Str / +1 Con Changes damage: +2% mind / +2% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
thorny mindstar 'Eremothad' (8.5-9.35 power, 24 apr, mind damage) thorny mindstar 'Eremothad' (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Changes resistances penetration: +4% acid / +4% fire / +4% cold / +4% physical Changes damage: +8% acid / +8% fire / +7% cold / +7% physical Maximum vim: +30.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +3% See invisible: +9 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 'Toxinripper' (5.5-6.05 power, 18 apr, nature damage) vined mindstar 'Toxinripper' (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 4 temporal / 3 mind / 3 darkness Changes resistances: +7% mind / +6% nature Changes damage: +6% temporal / +4% mind / +4% darkness Mental save: +3 (+0 eff.) Life regen: +0.50 Maximum life: +14.00 Maximum psi: +11.00 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. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 48% chance to completely evade them and granting you 309 defense for 26 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Gilerak the drakeskin leather belt Gilerak the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +5 Mag / +5 Wil Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Mental save: +15 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Voidsteel the elven-silk cloak (13 def, 0 armour) Voidsteel the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +21% light / +22% fire Stealth bonus: +14 Mental save: +21 (+2 eff.) Cut immunity: +20% Pinning immunity: +10% Teleport immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (6 def, 0 armour) enveloping linen cloak of battle (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +6 (+1 eff.) Fatigue: -2% Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazereeve the pair of iron boots (0 def, 3 armour) Blazereeve the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +3% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 253 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerilaith the voratun gauntlets (0 def, 3 armour) Aerilaith the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +32 (+2 eff.) Armour: +3 Changes stats: +5 Dex Changes resistances: +9% cold Changes damage: +3% mind Physical save: +8 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +30% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Islagakira' (0 def, 2 armour) hardened leather gloves 'Islagakira' (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 9 lightning / 8 mind / 9 acid Changes resistances: +13% lightning / +3% temporal / +7% mind / +7% acid Changes damage: +5% lightning / +5% mind / +3% acid Spell save: +9 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emara (0 def, 3 armour) Emara (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +1 Dex Changes resistances: +15% mind / +5% arcane / +8% nature Grants telepathy: Humanoid/Orc Spell save: +5 (+1 eff.) Mental save: +18 (+2 eff.) Confusion immunity: +28% Maximum life: +82.00 Light radius: +3 Healing mod.: +17% A cap made of leather. |
Gunakhad the Infernostinger (0 def, 3 armour) Gunakhad the Infernostinger (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +11 Dex Changes resistances: +22% darkness / +3% mind Changes resistances penetration: +15% mind / +5% fire Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4273.7 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Mardylathasin the Stokehacker (2 def, 0 armour) Mardylathasin the Stokehacker (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +10 Wil / +3 Cun / +2 Con Changes resistances: +3% fire Physical save: +8 (+1 eff.) Psi each turn: +0.12 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Light radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of corrosion (+15%) (1 def, 0 armour) clarifying linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +15% acid Changes damage: +10% acid Mental save: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Shockfiend' (0 def, 5 armour) voratun helm 'Shockfiend' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +8 Dex / +5 Cun / +2 Con Changes resistances: +25% darkness / +25% cold Changes damage: +9% lightning Grants telepathy: Dragon Allows you to breathe in: water Physical save: +25 (+3 eff.) Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iseldama the steel mail armour (2 def, 10 armour) Iseldama the steel mail armour (2 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +17% lightning / +15% fire / +7% mind Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +10 (+1 eff.) Silence immunity: +5% Stun/Freeze immunity: +5% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 28 power out of 80/80) : Effective talent level: 3.0 Power cost: 28 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 183.20 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Xerasebreth the Dazzlebolt (5 def, 16 armour) Xerasebreth the Dazzlebolt (5 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 light / 16 physical Changes stats: +12 Str Changes resistances: +14% acid / +15% physical / +20% darkness / +15% cold / +24% fire Changes resistances penetration: +5% physical Allows you to breathe in: water Physical save: +9 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 116 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
stralite mail armour 'Nudevor' (8 def, 8 armour) stralite mail armour 'Nudevor' (8 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +16% Changes stats: +7 Cun / +8 Wil Changes resistances: +18% blight / +16% nature / +24% lightning Reduced damage from: +11% Unnatural Spell save: +25 (+3 eff.) Mental save: +22 (+2 eff.) Poison immunity: +15% Knockback immunity: +15% Stamina each turn: +0.40 Only die when reaching: -80.00 life A suit of armour made of mail. |
Halovon (5 def, 8 armour) Halovon (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 17 acid / 9 fire / 8 arcane Damage (Ranged): 7 arcane Damage when hit (Melee): 15 acid / 18 physical / 12 fire Changes stats: +2 Mag Changes resistances: +30% acid / +22% fire Changes resistances penetration: +10% mind Spell save: +3 (+1 eff.) Mana each turn: +0.21 Spellpower: +15 (+2 eff.) Damage Shield penetration: +40% A suit of armour made of leather. |
Scorpionwish (15 def, 8 armour) Scorpionwish (15 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 nature / 4 fire Changes stats: +10 Str / +10 Dex / +12 Wil / +5 Cun Changes resistances penetration: +5% nature Changes damage: +3% nature Physical save: +20 (+2 eff.) Mental save: +25 (+2 eff.) Life regen: +3.70 Hate when firing a critical mind attack: +5.00 Maximum life: +81.00 Mental crit. chance: +2% Healing mod.: +27% A suit of armour made of leather. |
iron plate armour of fire resistance (3 def, 7 armour) iron plate armour of fire resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes resistances: +15% fire A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 10-12 power, 22 block) iron shield (4 def, 2 armour, 10-12 power, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 28 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
7 agate 7 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. |
1299 alchemist agate 1299 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 onyx 3 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
13 aquamarine 13 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+0 eff.) Light radius: +2 See stealth: +5 See invisible: +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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
9 garnet 9 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. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Kindleviper the pouch of stralite shots (23/23, 45-54 power, 5 apr) Kindleviper the pouch of stralite shots (23/23, 45-54 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 On weapon hit: * 40% chance to blind * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target Damage (Ranged): +12 darkness / +9 blight / +9 bleed / +4 light Burst (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 14.5-17.4 power, 1 apr) pouch of iron shots (18/18, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Cracklefoe' (17/17, 14.5-17.4 power, 1 apr) pouch of iron shots 'Cracklefoe' (17/17, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Damage (Ranged): +10 insidious poison / +8 lightning Burst (radius 1) on hit: +4 lightning Shots are used with slings to pummel your foes to death. |
8 amethyst 8 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. |
6 quartz 6 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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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 dfg the Hulk Berserker level 25
59th Dusk 123rd year of Ascendancy at 07:37 see stats
By dfg the Hulk Berserker level 17
13rd Haze 122nd year of Ascendancy at 18:59 see stats
By dfg the Hulk Berserker level 26
39th Haze 123rd year of Ascendancy at 18:25 see stats
By dfg the Hulk Berserker level 23
31st Pyre 123rd year of Ascendancy at 17:53 see stats
By dfg the Hulk Berserker level 17
21st Haze 122nd year of Ascendancy at 20:15 see stats
By dfg the Hulk Berserker level 25
70th Dusk 123rd year of Ascendancy at 22:49 see stats
By dfg the Hulk Berserker level 24
14th Dusk 123rd year of Ascendancy at 02:59 see stats
By dfg the Hulk Berserker level 15
12nd Haze 122nd year of Ascendancy at 11:12 see stats
By dfg the Hulk Berserker level 20
8th Allure 123rd year of Ascendancy at 01:20 see stats
By dfg the Hulk Berserker level 10
4th Flare 122nd year of Ascendancy at 21:41 see stats
By dfg the Hulk Berserker level 20
7th Allure 123rd year of Ascendancy at 17:32 see stats
By dfg the Hulk Berserker level 23
11st Pyre 123rd year of Ascendancy at 04:16 see stats
By dfg the Hulk Berserker level 22
37th Regrowth 123rd year of Ascendancy at 20:42 see stats
By dfg the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:50 see stats
By dfg the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:49 see stats
By dfg the Hulk Berserker level 25
5th Haze 123rd year of Ascendancy at 17:21 see stats
By dfg the Hulk Berserker level 4
76th Pyre 122nd year of Ascendancy at 11:47 see stats
By dfg the Hulk Berserker level 12
20th Dusk 122nd year of Ascendancy at 09:08 see stats
By dfg the Hulk Berserker level 12
19th Dusk 122nd year of Ascendancy at 23:06 see stats
By dfg the Hulk Berserker level 22
23rd Regrowth 123rd year of Ascendancy at 08:02 see stats
By dfg the Hulk Berserker level 14
1st Haze 122nd year of Ascendancy at 17:58 see stats
By dfg the Hulk Berserker level 8
3rd Summertide 122nd year of Ascendancy at 07:39 see stats
By dfg the Hulk Berserker level 17
13rd Haze 122nd year of Ascendancy at 14:29 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 72nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 73rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 74th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
There is a Unremarkable cave here (press '' or right click to use).
Today is the 75th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Dfg no longer revels in blood quite so much.
There is a ladder to worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Porunne the dredge captain casts Blood Lock.
There is a ladder to worldmap here (press '' or right click to use).
There is no way out of this level here.
Saving done.
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Dfg deactivates Onslaught.
Dfg deactivates Slow Motion.
Dfg deactivates Exploit Weakness.