










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Possessor |
| Level / Exp | 24 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Velith the elven warrior at level 18 on the 57th Dusk 122nd year of Ascendancy at 03:18 / 2Killed by Mayyldann the gigantic corrosive tunneler at level 24 on the 19th Haze 122nd year of Ascendancy at 21:00 |
Primary Stats
| Strength | 51 (base 53) |
| Dexterity | 13 (base 12) |
| Constitution | 12 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 38 (base 17) |
| Cunning | 20 (base 14) |
Resources
| Life | -5/248 |
| Psi | 178/220 |
| Healing Factor | 0.69251070536765 |
| Regeneration | 0.17312767634191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 24 |
| Crit Chance | 0% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Darkness | 0% |
| Fire | +10% |
| Mind | +34% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | 0% |
| Fire | +20% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 26.413408721348 (66.666666666667%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 10 |
| Physical Save | 37 |
| Spell Save | 28 |
| Mental Save | 32 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 57% |
| Knockback Resistance | 30% |
| Confusion Resistance | 20% |
| Stun Resistance | 20% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 362 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% 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 Strength stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psionic Disruption |
| talent | Force Shield |
| talent | Channel Pain |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
| detrimental effect | The target's has a cursed wound, reducing healing by 62%. Cursed Wound |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 26%. Scoundrel's Strategies |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by blue crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 within9 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots of evasion (11 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+6 eff.) Fatigue: +1% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Baridunadan (15/15, 31-43.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 31.0 - 43.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +15 insidious poison / +27 physical Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Beramayon'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Cun / +6 Wil Changes resistances penetration: +15% blight / +5% mind Changes damage: +11% mind Grants telepathy: Demon/Minor Demon/Major Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Hellswire' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 20 mind Changes resistances: +6% fire Changes resistances penetration: +20% mind / +10% fire Changes damage: +12% mind Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
| Tool | supercharged yew totem of thorny skin [power 59] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 50%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Morningcast'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +11% mind Changes damage: +11% mind Critical mult.: +10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Mana when firing critical spell: +1.00 Spellpower: +11 (+5 eff.) Mindpower: +7 (+3 eff.) Light radius: +1 Rings can have magical properties. |
| On fingers | OlezilasinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Con Critical mult.: +10.00% Spell save: +12 (+6 eff.) Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +30% Maximum life: +20.00 Maximum stamina: +16.00 Maximum hate: +4.00 Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | balanced voratun battleaxe (58-87 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Defense: +7 (+4 eff.) Disarm immunity: +35% Massive two-handed battleaxes. |
| On hands | Wyrmbreath (0 def, 4 armour) =5wil=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 15 power out of 24/24) : Effective talent level: 2.0 Power cost: 15 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 61.79 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Ashsnake (4 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +9% Changes resistances: +9% blight / +8% physical / +7% mind / +5% arcane Changes resistances penetration: +10% fire Changes damage: +12% blight Physical save: +25 (+9 eff.) Mental save: +16 (+8 eff.) A suit of armour made of mail. |
| Cloak | Aludunarek the linen cloak (1 def, 0 armour) =2cun 4wil=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +4 Wil Equilibrium when hit: +0.20 Maximum life: +32.00 Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ChalodasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 16 acid Changes stats: +6 Lck Changes resistances: +15% lightning / +3% cold / +6% nature / +3% fire Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Inventory
regeneration infusion of the wizard (heal 215 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the duelist (rad 7; power 28; turns 3; dispels darkness) 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 3 turns. 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 ability. |
shielding rune (absorb 207 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 194 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of cunning (+3) =3cun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.warrior's gold amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% physical Stamina each turn: +0.40 Amulets can have magical properties. |
Hanelen the steel ring =3str=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Mag / +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
Porewen (32-48 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +14 (+7 eff.) Damage when hit (Melee): 16 mind Changes stats: +6 Dex Physical save: +9 (+4 eff.) Blindness immunity: +20% Disarm immunity: +10% Confusion immunity: +35% Mindpower: +12 (+5 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel battleaxe (30.5-45.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =20dex=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel dagger of projection (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of erosion (17-22.1 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of persecution (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +9% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming steel dagger of erosion (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
dwarven-steel greatmaul 'Darknull' (62.5-93.75 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +3% darkness Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [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 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc 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. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatsword of vileness (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to disease Damage (Melee): +14 blight Burst (radius 1) on hit: +9 fire Massive two-handed swords. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level.Daimylin the Boltpython (26-36.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing Damage (Melee): +16 lightning When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Fatigue: -4% Changes stats: +4 Dex / +4 Wil / +5 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of paradox (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +8% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.creative thorny mindstar (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +13.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's thorny mindstar of the jelly (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +4% acid / +4% nature Disease immunity: +14% Equilibrium when hit: +0.90 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
cruel elven-wood vilestaff of might (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash vilestaff of might (19-22.8 power, 3 apr, blight 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: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% blight Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Aerotta (17.5-24.5 power, 4 apr) =2str=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +2 Str / +4 Con Changes resistances: +6% all Changes resistances penetration: +8% nature / +7% physical Grants telepathy: Humanoid/Orc Disarm immunity: +13% Mental crit. chance: +3% One-handed war axes. |
Mardahir the stralite waraxe (29-40.6 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +22 insidious poison / +10 darkness Damage against: +12% Living When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) =imp=Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level.Dimdream the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +6% cold / +8% fire / +15% light / +9% temporal Spell save: +6 (+3 eff.) A belt that goes around your waist. |
Islomina =1str 1dex 2wil 2cun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Wil / +2 Cun Changes resistances: +6% lightning / +5% temporal Changes damage: +15% mind A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.blurring hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Stealth bonus: +8 Mental save: +8 (+4 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Aroyavea' =2cun 2wil=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Reduced damage from: +15% Summoned Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+2 eff.) Mindpower: +14 (+6 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
rough leather belt 'Elivena' =3str=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Changes stats: +3 Str Changes damage: +3% physical Critical mult.: +6.00% Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Araldamibeth (1 def, 0 armour) =4str 2dex=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes stats: +4 Str / +2 Dex Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isliwen (1 def, 0 armour) =7con=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +1 (+1 eff.) Changes stats: +7 Con Changes resistances: +9% lightning / +3% fire / +2% physical Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormprophet (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +9% mind Changes resistances penetration: +5% lightning / +15% mind Changes damage: +15% mind Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubymiba the pair of rough leather boots (0 def, 1 armour) =8str 2dex 2cun=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +8 Str / +2 Dex / +2 Cun Changes resistances: +6% lightning / +6% temporal Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarann the rough leather gloves (0 def, 1 armour) =4dex=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Fatigue: -4% Changes stats: +4 Dex / +1 Con Grants telepathy: Dragon Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% See invisible: +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayanor the Radiancegrind (0 def, 2 armour) =8cun=Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 12 light Changes stats: +8 Cun Life regen: +1.90 Stamina each turn: +1.40 Maximum stamina: +26.00 Maximum hate: +8.00 Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) =4cun 4wil=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) =imp=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level.corrosive hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Aeravon' (0 def, 7 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 mind Changes resistances: +18% lightning / +6% mind / +5% arcane Changes damage: +4% mind Confusion immunity: +20% Teleport immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Darkvein' (0 def, 1 armour) =4str=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +4 Str / +1 Dex / +1 Mag / +1 Con Changes resistances: +6% nature Changes damage: +4% nature Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elenetorig the rough leather cap (0 def, 1 armour) =4dex 5wil 3cun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +5 Wil / +3 Cun / +2 Con Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Flarepeal (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +4 Cun / +3 Con Changes resistances: -28% light Changes resistances penetration: +15% physical / +20% fire Changes damage: +12% physical Life regen: +2.20 Only die when reaching: -40.00 life A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Ulufast (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% acid / +14% physical / +14% darkness / +9% fire / +9% nature / +15% temporal Changes damage: +14% darkness / +12% physical Spell save: +10 (+5 eff.) Maximum hate: +10.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Erelekor' (2 def, 0 armour) =10mag=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +10 Mag Changes resistances: +14% mind Changes damage: +14% mind Equilibrium when hit: +0.16 Light radius: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Bleakstone' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 acid Changes resistances: +8% lightning / +10% temporal / +9% darkness / +6% acid Changes resistances penetration: +10% darkness / +25% acid Changes damage: +12% acid / +12% darkness 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.dwarven-steel helm 'Silida' (6 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +8 Con Changes resistances: +9% light / +2% physical Reduces incoming crit damage: 15.00% Silence immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of strength (+3) (0 def, 3 armour) =3str=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +11% light / +10% darkness 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.cleansing hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +15% lightning / +12% nature / +12% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Carrionrock (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 8 nature Changes resistances: +20% blight / +6% cold / +8% mind / +5% arcane Spell save: +6 (+3 eff.) Mental save: +16 (+8 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Elywyn (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +18% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex Changes resistances: +6% acid Life regen: +4.20 Stamina each turn: +1.60 Infravision radius: +2 See invisible: +9 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Samiharachik the quiver of elven-wood arrows (18/18, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +31.5% Capacity: 18 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Damage (Ranged): +12 blight / +4 mind Burst (radius 1) on hit: +8 mind Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of accuracy (22/22, 71.5-100.1 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
265 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) =3str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Flamelash =2str=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +2 Str Changes resistances: +1% physical / +3% fire / +3% all Changes damage: +3% fire Critical mult.: +6.00% Spell save: +6 (+3 eff.) Maximum life: +10.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Glorykira (18/18, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Damage (Ranged): +40 mind Burst (radius 2) on crit: +20 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Nightscar (22/54, 59.5-71.4 power, 14 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +7.0% Capacity: 54 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing Damage (Ranged): +16 bleed / +9 cold / +20 darkness Burst (radius 1) on hit: +4 darkness / +8 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Emuvea [power 42] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% temporal / +9% blight / +3% fire / +6% nature / +3% cold Maximum wards: +2 acid / +3 nature / +2 light Talent granted: +1 Ward Spell save: +30 (+14 eff.) It can be used to harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Forestnaught the ash totem of cure ailments [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances penetration: +15% arcane / +15% nature It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 16 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By p2w the Shalore Possessor level 22
12nd Haze 122nd year of Ascendancy at 18:21 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By p2w the Shalore Possessor level 9
3rd Dusk 122nd year of Ascendancy at 21:40 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By p2w the Shalore Possessor level 22
6th Haze 122nd year of Ascendancy at 17:40 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By p2w the Shalore Possessor level 10
11st Dusk 122nd year of Ascendancy at 02:28 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By p2w the Shalore Possessor level 20
66th Dusk 122nd year of Ascendancy at 09:00 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By p2w the Shalore Possessor level 19
58th Dusk 122nd year of Ascendancy at 08:38 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By p2w the Shalore Possessor level 18
56th Dusk 122nd year of Ascendancy at 23:58 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By p2w the Shalore Possessor level 15
46th Dusk 122nd year of Ascendancy at 10:37 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By p2w the Shalore Possessor level 9
8th Flare 122nd year of Ascendancy at 13:53 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By p2w the Shalore Possessor level 9
6th Flare 122nd year of Ascendancy at 19:45 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By p2w the Shalore Possessor level 21
6th Haze 122nd year of Ascendancy at 05:42 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By p2w the Shalore Possessor level 14
44th Dusk 122nd year of Ascendancy at 01:09 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By p2w the Shalore Possessor level 18
57th Dusk 122nd year of Ascendancy at 03:18 see stats
Log
Mayyldann the gigantic corrosive tunneler's acid area effect hits p2w for 8 to psi, 44 acid (51 total damage).
P2w overcomes the gloom
p2w converts some damage to Psi!
Bleeding from Glorura the yellow ooze hits p2w for 1 to psi, 6 physical (7 total damage).
Acid Splash from Mayyldann the gigantic corrosive tunneler hits p2w for 0 to psi, 2 acid (3 total damage).
p2w converts some damage to Psi!
Mayyldann the gigantic corrosive tunneler's acid area effect hits Saluyalaith the black ooze for 59 acid damage.
Mayyldann the gigantic corrosive tunneler's acid area effect hits p2w for 8 to psi, 0 acid (8 total damage).
Your body died! You quickly return to your normal one but the shock is terrible!
P2w deactivates Lacerating Strikes.
P2w is stunned!
p2w converts some damage to Psi!
Mayyldann the gigantic corrosive tunneler hits p2w for 5 to psi damage.
Welcome to level 24 [P2w].
P2w has 25 stat point(s), 1 class talent point(s), 5 generic talent point(s) to spend. Press p to use them.
Saluyalaith the black ooze uses Shield Pummel.
p2w converts some damage to Psi!
Saluyalaith the black ooze hits p2w for 12 to psi, 67 physical, 13 to psi, 75 physical (166 total damage).
p2w hits Saluyalaith the black ooze for 6 acid, 11 mind, 6 acid, 11 mind (34 total damage).
p2w converts some damage to Psi!
Bleeding from Glorura the yellow ooze hits p2w for 1 to psi, 7 physical (9 total damage).
Acid Splash from Mayyldann the gigantic corrosive tunneler hits p2w for 0 to psi, 3 acid (3 total damage).
p2w converts some damage to Psi!
Mayyldann the gigantic corrosive tunneler's acid area effect hits Saluyalaith the black ooze for 59 acid damage.
Mayyldann the gigantic corrosive tunneler's acid area effect hits p2w for 9 to psi, 51 acid (60 total damage).
The unstable sand tunnel collapses!
Saluyalaith the black ooze uses Block.
P2w is free from the acid.
P2w stops bleeding.
Saving game...































































































