Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 25 / 91% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 25 on the 12nd Dusk 123rd year of Ascendancy at 11:37 / 1 |
Primary Stats
Strength | 75 (base 50) |
Dexterity | 28 (base 15) |
Constitution | 69 (base 50) |
Magic | 13 (base 10) |
Willpower | 27 (base 12) |
Cunning | 28 (base 10) |
Resources
Life | -6/963 |
Stamina | 89/214 |
Healing Factor | 1.2941579021471 |
Regeneration | 154.72709545572 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 127 |
Accuracy | 45 |
Crit Chance | 26% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31.55 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Mind | +8% |
Darkness | +13% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
Fire | +5% |
Defense: Base
Armour (hardiness) | 35.92 (81.030927835052%) |
Defense | 12.3 |
Ranged Defense | 12.3 |
Fatigue | 31 |
Physical Save | 38.7 |
Spell Save | 51.166666666667 |
Mental Save | 19.25 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 24%( 70%) |
Physical | + 20%( 70%) |
Cold | + 41%( 70%) |
All | + 15%( 70%) |
Mind | + 20%( 70%) |
Lightning | + 20%( 70%) |
Light | + 24%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 54%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 35%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Stun Resistance | 21% |
Blind Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 376 life. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A flow of life spins around the target, regenerating 84.20 life per turn. Regeneration |
beneficial effect | The target is recovering 13 life each turn and its healing modifier has been increased by 29%. Recovery |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by Burb the snow giant champion. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by forest wight. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by skeleton mage. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | bright brass lantern of the zealot bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Elussra the dwarven-steel helm (0 def, 4 armour) Elussra the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% mind / +6% fire / +3% acid Spell save: +3 Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dwarven-steel pickaxe of predation (dig speed 25 turns) dwarven-steel pickaxe of predation (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +2 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | wizard's steel ring of darkness (+22%) wizard's steel ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 Rings can have magical properties. |
On fingers | Layoda LayodaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Changes stats: +7 Str / +10 Con Changes resistances: +3% darkness Changes damage: +6% mind Psi when hit: +0.12 Rings can have magical properties. |
Around waist | insulating hardened leather belt of shielding insulating hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +5% cold / +7% fire It can be used to create a temporary shield that absorbs 212 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
In main hand | psychic's dwarven-steel battleaxe of disruption (32.5-48.75 power, 2 apr) psychic's dwarven-steel battleaxe of disruption (32.5-48.75 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +24% Undead / +16% Construct When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +9 Massive two-handed battleaxes. |
On hands | Delichak the Balancewoe (0 def, 3 armour) Delichak the Balancewoe (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Wil / +5 Con Damage when the wearer hits(melee): 2 nature Changes resistances: +5% arcane / +3% temporal Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +14 Spell save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | radiant iron plate armour of the dragon (3 def, 7 armour) radiant iron plate armour of the dragon (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +2 Str / +1 Wil / +1 Con Damage when the wearer is hit: 5 light Changes resistances: +6% physical / +5% fire / +6% cold / +6% lightning / +6% acid / +10% blight / +11% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +21% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
Cloak | Burnarc (2 def, 0 armour) Burnarc (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Str / +5 Dex / +4 Wil / +7 Cun / +3 Con Changes resistances: +6% fire / +6% temporal Changes resistances penetration: +5% fire Physical save: +7 Maximum life: +58.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +11% light Blindness immunity: +21% Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 315) healing infusion of the sneak (heal 315)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 315 life. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (665% speed; 5 turns) movement infusion of the psychic (665% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 665% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 ability. |
Iseta IsetaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +6% blight Life regen: +1.50 Psi per kill: +4.00 Maximum hate: +6.00 Amulets can have magical properties. |
Radiancearc RadiancearcCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 Changes resistances: +5% arcane / +3% light Changes resistances cap: +5% all Changes resistances penetration: +15% light Physical save: +17 Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing copper amulet of cunning (+3) cleansing copper amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% nature / +10% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
grounding steel amulet of strength (+3) grounding steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +17% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
insulating copper amulet of cunning (+3) insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% cold / +10% fire Amulets can have magical properties. |
insulating gold amulet of willpower (+2) insulating gold amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% cold / +13% fire Amulets can have magical properties. |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
warrior's copper amulet of magic (+2) warrior's copper amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Eleniroddagen EleniroddagenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% mind / +12% cold / +3% darkness Changes damage: +11% mind Mental save: +3 Disarm immunity: +5% Rings can have magical properties. |
Poruta PorutaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Changes stats: +6 Cun / +2 Mag Infravision radius: +3 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
gladiator's gold ring of perseverance gladiator's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +4 Str / +4 Con Stun/Freeze immunity: +25% Life regen: +1.40 Rings can have magical properties. |
marksman's gold ring of arcana(+0.18/turn) marksman's gold ring of arcana(+0.18/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Silence immunity: +22% Mana each turn: +0.18 Rings can have magical properties. |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 Disarm immunity: +25% Pinning immunity: +34% Knockback immunity: +26% Maximum life: +25.00 Rings can have magical properties. |
solipsist's gold ring of life solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +0.80 Maximum life: +55.00 Mindpower: +7 Healing mod.: +10% Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring 'Morbusqueen' stralite ring 'Morbusqueen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% arcane Changes damage: +3% nature Spell save: +6 Mental save: +7 Confusion immunity: +25% Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +8 Defense: +8 Changes resistances: +6% nature Physical save: +11 Poison immunity: +11% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Cuthinik' voratun ring 'Cuthinik'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 Changes resistances: +12% nature Physical save: +14 Spell save: +15 Mental save: +11 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Isithra the dwarven-steel greatmaul (44-66 power, 2 apr) Isithra the dwarven-steel greatmaul (44-66 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 mind Damage conversion: 10% mind When wielded/worn: Armour penetration: +1 Physical power: +4 Damage when the wearer is hit: 8 mind Changes damage: +6% mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
Beteldawen the voratun greatsword (59.5-95.2 power, 4 apr) Beteldawen the voratun greatsword (59.5-95.2 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 mind Burst (radius 2) on crit: +4 acid Damage conversion: 50% mind / 10% arcane When wielded/worn: Changes stats: +5 Wil Damage when the wearer hits(melee): 2 acid Changes damage: +6% acid Massive two-handed swords. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
dwarven-steel greatsword 'Lustrestreak' (35-56 power, 2 apr) dwarven-steel greatsword 'Lustrestreak' (35-56 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 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% Damage when this weapon hits: +4 blight When wielded/worn: Accuracy: +10 Armour penetration: +19 Physical crit. chance: +18.0% Changes stats: +4 Str Changes resistances: +3% blight Changes resistances penetration: +15% blight / +5% light Changes damage: +6% physical Critical mult.: +33.00% Stamina when hit: +0.84 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Manurak'elven-wood longbow 'Manurak' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +8 Changes stats: +5 Str Damage when the wearer hits(ranged): 4 blight Changes resistances: +6% mind Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Damage Shield penetration: +20% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of shearing (26.5-37.1 power, 4 apr)dwarven-steel mace of shearing (26.5-37.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +5 Changes resistances penetration: +9% physical Changes damage: +8% physical Blunt and deadly. |
Burnblur the hardened leather belt Burnblur the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 4 fire / 12 acid Changes resistances penetration: +10% fire Changes damage: +6% acid Spell save: +9 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife spiritwalker's hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +7% blight Mana each turn: +0.24 Maximum mana: +28.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 11 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak of the hunt (2 def, 0 armour) cashmere cloak of the hunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 Defense: +2 Fatigue: -4% Maximum life: +40.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 5.2 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Daimodas' (3 def, 0 armour) elven-silk cloak 'Daimodas' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +5% arcane / +6% acid Changes damage: +9% arcane Spell save: +13 Mental save: +13 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 (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour) thick cashmere cloak of the Shaloren (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +1 Wil / +2 Mag Changes resistances: +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of life (2 def, 0 armour) verdant cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con Changes resistances: +8% blight Changes damage: +13% nature Life regen: +6.00 Maximum life: +56.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
blood-soaked pair of dwarven-steel boots of evasion (13 def, 4 armour) blood-soaked pair of dwarven-steel boots of evasion (13 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +5 Armour: +4 Defense: +13 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 28% chance to completely evade them and granting you 18 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adytira the hardened leather gloves (0 def, 2 armour) Adytira the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +1.60 Stamina each turn: +1.10 Maximum stamina: +17.00 Healing mod.: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystalline Iron gauntlets (0 def, 1 armour) Crystalline Iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 It is part of a set of items. When wielded/worn: Physical power: +12 Armour: +1 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
Eilineriabrenor the dwarven-steel gauntlets (0 def, 2 armour) Eilineriabrenor the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% mind Life regen: +1.70 Stamina each turn: +1.00 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of butchering (0 def, 2 armour) brawler's hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Physical power: +7 Armour: +2 Changes stats: +3 Str / +2 Dex / +3 Cun Changes resistances: +7% blight Talent cooldown: Double Strike (-1 turn) Physical save: +5 Spell save: +14 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather cap 'Gliriaba' (0 def, 5 armour) drakeskin leather cap 'Gliriaba' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 Armour: +5 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +8% nature Maximum encumbrance: +10 Spell save: +10 Maximum life: +55.00 Maximum stamina: +5.00 Healing mod.: +20% A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shimmerraze the drakeskin leather armour (5 def, 8 armour) Shimmerraze the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +4 Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +2 Con Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 12 physical Maximum encumbrance: +20 A suit of armour made of leather. |
hardened leather armour of cold resistance (3 def, 6 armour) hardened leather armour of cold resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +15% cold A suit of armour made of leather. |
radiant cured leather armour of Eyal (2 def, 4 armour) radiant cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +17% darkness / +11% blight Life regen: +1.30 Maximum life: +51.00 Light radius: +1 Healing mod.: +10% A suit of armour made of leather. |
Glittervengeance (12 def, 14 armour, 277 block) Glittervengeance (12 def, 14 armour, 277 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes resistances: +3% darkness / +12% lightning Talent granted: +5 Block Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
agate 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 Gems can be sold for money or used in arcane rituals. |
39 alchemist agate 39 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. |
5 onyx 5 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 Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
4 garnet 4 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% Gems can be sold for money or used in arcane rituals. |
ruby 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 Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Isorivea the dwarven-steel torque of mindblast [power 209] (26/6 cooldown) Isorivea the dwarven-steel torque of mindblast [power 209] (26/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +2% physical Critical mult.: +10.00% It can be used to fire a blast of psionic energies in a beam (dam 104-209), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 75] (26/20 cooldown) dwarven-steel torque of kinetic psionic shield [power 75] (26/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 75 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of thermal psionic shield [power 47] (26/20 cooldown) hateful steel torque of thermal psionic shield [power 47] (26/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of charged psionic shield [power 79] (26/20 cooldown) psionic dwarven-steel torque of charged psionic shield [power 79] (26/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning and blight damage by 79 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 49] (26/20 cooldown) steel torque of charged psionic shield [power 49] (26/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 49 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 137] (26/35 cooldown) yew totem of healing [power 137] (26/35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 137, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Bogworm' [power 41] (26/20 cooldown) yew totem of thorny skin 'Bogworm' [power 41] (26/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 temporal Changes resistances penetration: +5% nature It can be used to harden the skin for 6 turns increasing armour by 41 and armour hardiness by 50%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quick ash wand of detection [power 6] (26/12 cooldown) quick ash wand of detection [power 6] (26/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of firewall [power 89] (26/9 cooldown) supercharged elm wand of firewall [power 89] (26/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to creates a wall of flames lasting for 4 turns (dam 89 overall), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
citrine 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By grishkumunbash the Cornac Berserker level 24
54th Pyre 123rd year of Ascendancy at 00:01 see stats
By grishkumunbash the Cornac Berserker level 24
53rd Pyre 123rd year of Ascendancy at 01:54 see stats
By grishkumunbash the Cornac Berserker level 14
74th Dusk 122nd year of Ascendancy at 11:43 see stats
By grishkumunbash the Cornac Berserker level 19
56th Haze 122nd year of Ascendancy at 06:39 see stats
By grishkumunbash the Cornac Berserker level 19
62nd Haze 122nd year of Ascendancy at 20:04 see stats
By grishkumunbash the Cornac Berserker level 19
62nd Haze 122nd year of Ascendancy at 22:00 see stats
By grishkumunbash the Cornac Berserker level 10
10th Mirth 122nd year of Ascendancy at 07:48 see stats
By grishkumunbash the Cornac Berserker level 20
62nd Haze 122nd year of Ascendancy at 22:00 see stats
By grishkumunbash the Cornac Berserker level 18
43rd Haze 122nd year of Ascendancy at 10:29 see stats
By grishkumunbash the Cornac Berserker level 23
80th Regrowth 123rd year of Ascendancy at 12:17 see stats
By grishkumunbash the Cornac Berserker level 8
2nd Mirth 122nd year of Ascendancy at 21:59 see stats
By grishkumunbash the Cornac Berserker level 12
9th Flare 122nd year of Ascendancy at 15:05 see stats
By grishkumunbash the Cornac Berserker level 23
2nd Pyre 123rd year of Ascendancy at 11:37 see stats
Log
grishkumunbash hits Degenerated skeleton warrior for (5 absorbed), 0 light (0 total damage).
grishkumunbash hits Skeleton warrior for (5 absorbed), 0 light (0 total damage).
Grishkumunbash stops burning.
Ghoulking uses Stun.
Grishkumunbash is stunned!
grishkumunbash hits Ghoulking for 3 light damage.
Ghoulking hits grishkumunbash for 3 physical damage.
Skeleton mage is engulfed in dark energies.
Ghoulking is engulfed in dark energies.
Degenerated skeleton warrior is engulfed in dark energies.
Skeleton warrior is engulfed in dark energies.
grishkumunbash hits Skeleton mage for 58 physical, 1 nature (58 total damage).
Degenerated skeleton warrior hits grishkumunbash for 22 physical damage.
Skeleton mage hits grishkumunbash for 16 arcane damage.
Skeleton warrior hits grishkumunbash for 70 physical, 7 nature (77 total damage).
grishkumunbash hits Degenerated skeleton warrior for (2 absorbed), 0 light (0 total damage).
grishkumunbash hits Skeleton mage for 2 light damage.
grishkumunbash hits Skeleton warrior for (2 absorbed), 0 light (0 total damage).
Grishkumunbash feels pain again.
grishkumunbash hits Ghoulking for 1 light damage.
Ghoulking hits grishkumunbash for 16 physical damage.
Something leeches life from grishkumunbash!
Something hits grishkumunbash for 54 physical, 11 darkness, 18 light, 5 acid, 4 fire (92 total damage).
grishkumunbash hits Something for 7 healing, 1 healing, (1 absorbed), 0 light (0 total damage) [8 healing].
grishkumunbash hits Skeleton mage for 40 physical, 1 nature (41 total damage).
Skeleton mage casts Manathrust.
Skeleton warrior uses Stunning Blow.
Saving game...