












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! 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.
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:
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 19 / 95% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 19 on the 19th Shortage 122nd year of Ascendancy at 23:52 / 2Killed by ritch flamespitter at level 19 on the 20th Shortage 122nd year of Ascendancy at 00:02 |
Antimagic | Follower |
Primary Stats
Strength | 66 (base 47) |
Dexterity | 21 (base 12) |
Constitution | 48 (base 37) |
Magic | 11 (base 10) |
Willpower | 37 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -170/816 |
Stamina | 222/252 |
Healing Factor | 1.2678383355187 |
Regeneration | 12.130102833664 |
Speed
Mental | +1.5543122344752E-13% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
Offense: Mainhand
Damage | 84 |
Accuracy | 39 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +3% |
Blight | +3% |
Physical | +18% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +11% |
Lightning | +11% |
Arcane | +11% |
Mind | +21% |
All | +6% |
Defense: Base
Armour (hardiness) | 50.317011280365 (72.903125182002%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 28 |
Physical Save | 50 |
Spell Save | 41 |
Mental Save | 33 |
Defense: Resistances
Lightning | + 37%( 70%) |
Acid | + 18%( 70%) |
Light | + 21%( 70%) |
Nature | + 19%( 70%) |
Cold | + 49%( 70%) |
Physical | + 17%( 70%) |
Fire | + 18%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 31% |
Inscriptions (4/4)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() brass lantern 'Airquill' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) lightning Changes resistances: +9%(-) lightning / +6%(-) fire / +6%(-) light / +12%(-) cold Changes damage: +3%(-) darkness Maximum life: +46.00 (-) 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 | ![]() Arcmark (5 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +5 (+5 eff.) (-) Fatigue: +5% (-) Changes stats: +3(-) Str / +2(-) Con Changes resistances: +3%(-) light Changes resistances penetration: +5%(-) lightning Changes damage: +15%(-) physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() sand iron gauntlets of dexterity (+2) (0 def, 7 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) (-) Armour: +7 (-) Fatigue: +1% (-) Damage (Melee): 5(-) physical Changes stats: +2(-) Dex Changes damage: +3%(-) physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Hyzor the Cobrastone [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 2(-) fire Changes resistances: +6%(-) lightning / +3%(-) fire Changes damage: +3%(-) nature It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Cuthihor the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 (-) Changes resistances penetration: +10%(-) mind / +5%(-) acid Stun/Freeze immunity: +21% (-) Life regen: +1.00 (-) Maximum stamina: +30.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() steel ring 'Layivena' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 (+2) Effects on melee hit: * 13% chance to reduce all saves and defense by 19 Damage (Melee): 8 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 19 Damage (Ranged): 11 physical Changes stats: +2 Str / +3 Dex / +2 Cun Changes resistances penetration: +0%(-5%) acid / +5% arcane / +0%(-10%) mind Critical mult.: +5.00% Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-1.00) Hate when firing a critical mind attack: +2.00 Maximum stamina: +0.00 (-30.00) Maximum hate: +6.00 Spellpower: +15 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() restful copper amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Str Life regen: +2.00 (-) Amulets make your neck look great! |
In main hand | ![]() steel waraxe 'Glareblack' (20-27 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (radius 1) on hit: +16(-) light When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour penetration: +7 (-) Damage when hit (Melee): 2(-) blight Changes stats: +6(-) Con / +7(-) Wil Changes resistances: +3%(-) light Changes resistances penetration: +6%(-) all Changes damage: +3%(-) blight Maximum life: +17.00 (-) One-handed war axes. |
Around waist | ![]() rough leather belt 'Chalohek' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2(-) Str / +4(-) Dex / +3(-) Wil / +3(-) Cun / +6(-) Lck Changes resistances penetration: +5%(-) mind Trap disarming bonus: +7 (-) Stealth bonus: +6 (-) Infravision radius: +7 (-) A belt that goes around your waist. |
In off hand | ![]() reinforced dwarven-steel shield of lightning resistance (+15%) (0 def, 10 armour, 28-33 power, 112 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +112 (-) When wielded/worn: Armour: +10 (-) Fatigue: +8% (-) Changes resistances: +15%(-) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() linen cloak 'Beriragar' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +2(-) Dex / +3(-) Mag / +2(-) Cun Critical mult.: +10.00% (-) Reduces incoming crit damage: 10.00% (-) Infravision radius: +1 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Aminik (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +9%(-) acid / +11%(-) cold / +8%(-) physical Allows you to breathe in: water Physical save: +11 (+4 eff.) (-) Mental save: +3 (+2 eff.) (-) Stun/Freeze immunity: +10% (-) Life regen: +2.90 (-) Stamina each turn: +0.90 (-) Maximum life: +40.00 (-) A suit of armour made of mail. |
Inventory
![]() movement infusion (speed 443%; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 443%(-143%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() This item will automatically be transmogrified when you leave the level. movement infusion (speed 509%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509%(-77%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() This item will automatically be transmogrified when you leave the level. gold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Str Life regen: +0.00 (-2.00) Amulets make your neck look great! |
![]() restful copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (+1%) Changes stats: +0(-3) Str Life regen: +1.00 (-1.00) Amulets make your neck look great! |
![]() copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-2) Changes resistances: +20% lightning Changes resistances penetration: +0%(-10%) mind / +0%(-5%) acid Changes damage: +10% lightning Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-1.00) Maximum stamina: +0.00 (-30.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. hateful steel battleaxe of massacre (32-49 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 32.5 - 48.8(+13.0 - +21.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +7 darkness Damage (radius 1) on hit: +0(-16) light Damage against: +12% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. truestriking steel battleaxe (24-36 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0(+4.5 - +8.7) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +13 (+5 eff.) (+6 (+2 eff.)) Armour penetration: +12 (+5) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all / +9% physical Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. balanced steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2(-7.0 - -11.0) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +8 (+3 eff.) (+1 (+0 eff.)) Armour penetration: +0 (-7) Defense: +7 (+4 eff.) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Disarm immunity: +20% Maximum life: +0.00 (-17.00) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (42-64 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8(+23.0 - +36.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +1.5% (-2.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. Cystoblivion (34-55 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2(+15.0 - +27.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 fire / +20 arcane / +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Physical crit. chance: +12.0% Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +5% nature / +0%(-6%) all Changes damage: +3% arcane / +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of massacre (42-68 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.5 - 68.0(+23.0 - +40.7) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +14 darkness Damage (radius 1) on hit: +0(-16) light Damage against: +16% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of erosion (22-35 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2(+2.5 - +7.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-1) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 23% chance to reduce all saves and defense by 19 Damage (Melee): +10 nature / +10 mind Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +3(-4) Wil / +3 Cun / +0(-6) Con Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +11 acid Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +15% acid / +0%(-3%) blight Maximum life: +0.00 (-17.00) Longbows are used to shoot arrows at your foes. |
![]() This item will automatically be transmogrified when you leave the level. slime-covered steel longsword (16-22 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7(-4.0 - -5.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 8% chance to slow global speed by 44% Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. chilling dwarven-steel mace (28-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5(+8.0 - +11.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (+1) Crit. chance: +1.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +11 cold Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. hateful steel mace of erosion (13-18 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2(-6.5 - -9.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) Damage (Melee): +9 darkness / +7 nature Damage (radius 1) on hit: +0(-16) light Damage against: +6% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +0.00 (-17.00) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. Noonrage the thorny mindstar (10-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5(-10.0 - -16.8) 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 (+21) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +6(-1) Wil Changes resistances: +12% darkness / +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +18% light / +0%(-3%) blight Talent granted: +1 Attune Mindstar Spell save: +4 (+1 eff.) Maximum life: +0.00 (-17.00) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Light radius: +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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Firing range: +8 Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +8(+2) Con / +6(-1) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight Maximum life: +23.00 (+6.00) Slings are used to hurl stones or metal shots at your foes. |
![]() This item will automatically be transmogrified when you leave the level. Hettaharahad the Darkkarma (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-4.5 - -9.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Defense: +15 (+8 eff.) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +3% acid / +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight / +15% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Blindness immunity: +10% Pinning immunity: +20% Only die when reaching: -60.00 life Maximum life: +0.00 (-17.00) Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. earthen ash magestaff of power (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-4.5 - -9.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Armour: +3 Armour Hardiness: +2% Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight / +15% cold Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Maximum life: +0.00 (-17.00) Spellpower: +14 (+7 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. short ash magestaff of fate (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0(-4.5 - -9.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +15% arcane / +0%(-3%) blight Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Maximum life: +0.00 (-17.00) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+0.5 - -3.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-16) light When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-7) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-6%) all Changes damage: +0%(-3%) blight / +20% fire Talent granted: +1 Command Staff Maximum life: +0.00 (-17.00) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Frozenminister the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +0(-2) Str / +0(-4) Dex / +0(-3) Wil / +0(-3) Cun / +0(-6) Lck Changes resistances: +8% acid / +7% fire / +8% lightning / +20% cold Changes resistances penetration: +0%(-5%) mind / +25% cold Changes damage: +6% light Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-6) Infravision radius: +0 (-7) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. slimy cashmere robe (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Effects when hit in melee: * 6% chance to slow global speed by 44% * 4 arcane resource burn Changes resistances: +0%(-9%) acid / +0%(-11%) cold / +0%(-8%) physical / +11% all Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +0.00 (-0.90) Maximum life: +0.00 (-40.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. woollen robe 'Mayuwe' (0 def, 2 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 (-6) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes stats: +5 Str / +11 Mag / +12 Wil Changes resistances: +8% lightning / +0%(-8%) physical / +7%(-4%) cold / +0%(-9%) acid / +9% all Changes damage: +8% lightning / +7% temporal / +6% cold / +8% arcane / +8% physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Silence immunity: +21% Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +3.00 (+2.10) Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +0.00 (-40.00) Maximum mana: +10.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. Anylach the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Armour: +0 (-7) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +8% lightning / +11% temporal / +6%(+3%) light Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-15%) physical Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-7) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-15%) physical A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. grounding dwarven-steel helm of dexterity (+4) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-3) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +4% (-1%) Changes stats: +0(-3) Str / +4 Dex / +0(-2) Con Changes resistances: +8% lightning / +8% temporal / +0%(-3%) light Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-15%) physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() This item will automatically be transmogrified when you leave the level. enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +4 Cun / +4 Wil Changes resistances: +0%(-9%) acid / +0%(-11%) cold / +0%(-8%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +12 (+6 eff.) (+9 (+4 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +0.00 (-0.90) Maximum life: +0.00 (-40.00) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour of lightning resistance (2 def, 6 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: +6 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +16% lightning / +0%(-11%) cold / +0%(-8%) physical / +0%(-9%) acid Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +4.00 (+1.10) Stamina each turn: +0.90 (-) Maximum life: +0.00 (-40.00) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +17%(+8%) acid / +0%(-11%) cold / +0%(-8%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +0.00 (-0.90) Maximum life: +0.00 (-40.00) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour of lightning resistance (9 def, 14 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 (+6) Defense: +9 (+6 eff.) (+7 (+4 eff.)) Fatigue: +8% (-4%) Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +18% lightning / +13%(+5%) physical / +15% fire / +0%(-11%) cold / +0%(-9%) acid Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +0.00 (-0.90) Maximum life: +0.00 (-40.00) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. steel plate armour of cold resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+1) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +22% (+10%) Changes resistances: +0%(-9%) acid / +18%(+7%) cold / +0%(-8%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-10%) Life regen: +0.00 (-2.90) Stamina each turn: +0.00 (-0.90) Maximum life: +0.00 (-40.00) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. acidic steel shield of resilience (0 def, 4 armour, 14-17 power, 38.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4(-13.0 - -15.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-0.5%) Block value: +38 (-74) On weapon hit: * 10% chance to reduce armor by 23% When wielded/worn: Armour: +4 (-6) Fatigue: +8% (-) Damage (Melee): 6 acid Damage when hit (Melee): 1 acid Changes resistances: +0%(-15%) lightning Talents granted: +1.00(-) Block Maximum life: +45.00 Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. flaming steel shield (0 def, 4 armour, 16-19 power, 39 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6(-12.0 - -14.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-0.5%) Block value: +39 (-73) Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +4 (-6) Fatigue: +8% (-) Damage (Melee): 6 fire Damage when hit (Melee): 3 fire Changes resistances: +0%(-15%) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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: +15 Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 0(-2) fire / 10 draining blight Changes resistances: +0%(-6%) lightning / +0%(-3%) fire Changes damage: +5% blight / +0%(-3%) nature 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) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 0(-2) fire Changes stats: +1 Str Changes resistances: +0%(-6%) lightning / +0%(-3%) fire Changes damage: +0%(-3%) nature Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 0(-2) fire Changes stats: +1 Str Changes resistances: +0%(-6%) lightning / +0%(-3%) fire / +11% nature Changes damage: +6%(+3%) nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Loamsting the elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 2 lightning / 4(2) fire Changes resistances: +0%(-6%) lightning / +3%(-) fire Changes resistances penetration: +5% nature Changes damage: +12% lightning / +0%(-3%) nature 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. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Shadowglean the elm totem of stinging [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 0(-2) fire Changes resistances: +0%(-6%) lightning / +1% physical / +6% darkness / +0%(-3%) fire Changes damage: +0%(-3%) nature Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Only die when reaching: -20.00 life Maximum stamina: +20.00 It can be used to sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() This item will automatically be transmogrified when you leave the level. powerful ash totem of thorny skin [power 28] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 0(-2) fire Changes resistances: +0%(-6%) lightning / +0%(-3%) fire Changes damage: +0%(-3%) nature It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Oin the Dwarf Bulwark level 19
12nd Shortage 122nd year of Ascendancy at 16:47 see stats
By Oin the Dwarf Bulwark level 13
41st Dearth 122nd year of Ascendancy at 09:59 see stats
By Oin the Dwarf Bulwark level 10
14th Dearth 122nd year of Ascendancy at 18:02 see stats
By Oin the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:49 see stats
By Oin the Dwarf Bulwark level 10
15th Dearth 122nd year of Ascendancy at 15:11 see stats
By Oin the Dwarf Bulwark level 5
9th Dearth 122nd year of Ascendancy at 19:21 see stats
By Oin the Dwarf Bulwark level 15
12nd Loss 122nd year of Ascendancy at 19:32 see stats
By Oin the Dwarf Bulwark level 19
19th Shortage 122nd year of Ascendancy at 23:52 see stats
Log
Oin instinctively hardens his skin and ignores the attack!
Oin repels an attack from Arotira the sand-drake's Beyond the Flesh.
Ritch flamespitter fails to use Flamespit.
Melee retaliation hits War hound for 1 lightning, 1 blight, 1 fire (3 total damage).
War hound hits Oin for 48 physical damage.
Oin uses Infusion: Regeneration.
Oin starts regenerating health quickly.
Arotira the sand-drake uses Telekinetic Smash.
Arotira the sand-drake performs a melee critical strike against Oin!
Oin's Perfect Strike is disrupted by his wounds!
Oin shrugs off the effect 'Stunned'!
Oin instinctively hardens his skin and ignores the attack!
Oin repels an attack from War hound.
Oin regains balance.
Talent Block is ready to use.
Talent Dig is ready to use.
Talent Rush is ready to use.
Melee retaliation hits Arotira the sand-drake for 1 lightning, 1 blight, 0 fire, 1 lightning, 1 blight, 0 fire, 1 lightning, 1 blight, 0 fire (5 total damage).
Arotira the sand-drake hits Oin for 43 physical, 19 physical, 27 physical, 5 mind, 19 physical, 74 physical, 11 darkness, 19 physical (216 total damage).
Bleeding from Arotira the sand-drake hits Oin for 59 physical damage.
Acid Splash from Polina the gigantic corrosive tunneler hits Oin for 1 acid damage.
Arotira the sand-drake regains their balance.
Oin instinctively hardens his skin and ignores the attack!
Oin repels an attack from Arotira the sand-drake's Beyond the Flesh.
Ritch flamespitter regains their balance.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Oin for 119 fire damage.
Oin the level 19 dwarf bulwark was blazed to death by a ritch flamespitter on level 1 of Sandworm lair.