Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 19 / 3% |
Size | big |
Lifes / Deaths | Killed by gladiator at level 6 on the 63rd Dusk 122nd year of Ascendancy at 06:58 0 / 6Killed by Xeribrenor the thief at level 8 on the 23rd Haze 122nd year of Ascendancy at 21:06 Killed by Xanotha the elven guard at level 14 on the 78th Haze 122nd year of Ascendancy at 12:18 Killed by Emelitta the thief at level 17 on the 58th Regrowth 123rd year of Ascendancy at 01:21 Killed by Xyrikira the giant lightning ant at level 18 on the 63rd Regrowth 123rd year of Ascendancy at 13:33 Killed by Glirewen the hornet swarm at level 19 on the 65th Regrowth 123rd year of Ascendancy at 00:46 |
Primary Stats
Strength | 60 (base 47) |
Dexterity | 9 (base 10) |
Constitution | 13 (base 11) |
Magic | 12 (base 10) |
Willpower | 50 (base 38) |
Cunning | 23 (base 10) |
Resources
Life | -103/532 |
Stamina | 259/259 |
Equilibrium | 53 |
Healing Factor | 1.5 |
Regeneration | 96.522599093571 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 88 |
Accuracy | 24 |
Crit Chance | 23% |
APR | 15 |
Speed | 0.97 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 8% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 33.4 (74.117647058824%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 26 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 26 |
Defense: Resistances
All | + 24%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 64% |
Knockback Resistance | 58% |
Confusion Resistance | 20% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Wild Growth |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 62.95 life per turn. Regeneration |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is confused, acting randomly (chance 30%) and unable to perform complex actions. Confused |
detrimental effect | The target is lost in a nightmare that deals 23.58 mind damage each turn and has a 29% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | The target is poisoned, taking 127.57 nature damage per turn. Poison |
detrimental effect | Continuously drain blood, dealing 23.08 physical damage per turn and healing the caster for half of it. Bloodstar |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yvutta the polar bear. Escort: lost warrior (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Drunik' brass lantern 'Drunik'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Changes stats: +1 Str Maximum life: +42.00 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. |
On head | grounding linen wizard hat of the mountain (+5%) (1 def, 0 armour) grounding linen wizard hat of the mountain (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +11% physical Changes damage: +11% physical A pointy cloth hat, very wizardly... |
Tool | Zychak the elm wand of clairvoyance [power 9] (6 cooldown) Zychak the elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Only die when reaching: -20.00 life Maximum stamina: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Xerobressra XerobressraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +5% mind Grants telepathy: Humanoid/Orc Mental save: +3 (+1 eff.) Stun/Freeze immunity: +26% Life regen: +1.00 Rings can have magical properties. |
On fingers | 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 (+4 eff.) 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. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Yarosin the Flamerain (40-64 power, 2 apr) Yarosin the Flamerain (40-64 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 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% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Damage when hit (Melee): 8 fire Changes resistances: +3% blight Critical mult.: +17.00% Massive two-handed swords. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+6 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 10 light Changes stats: +2 Str / +4 Wil / +2 Con Changes resistances: +7% acid / +7% physical / +15% darkness / +14% blight / +5% fire / +7% cold / +5% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
Cloak | Arewe (2 def, 7 armour) Arewe (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+2 eff.) Damage when hit (Melee): 12 acid Changes resistances: +9% acid / +19% cold Changes damage: +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of cunning (+4) grounding steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 102 over 5 turns) regeneration infusion of the duelist (heal 102 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 102 life over 5 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. |
wild infusion of the duelist (resist 15%; cure mental) wild infusion of the duelist (resist 15%; cure mental)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Reflection (absorb and reflect 174 for 5 turns) Rune of Reflection (absorb and reflect 174 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 174 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Gysagorn GysagornInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +6 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% arcane Changes damage: +18% temporal Mental save: +5 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
copper amulet 'Erondur' copper amulet 'Erondur'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +10% nature / +10% blight Poison immunity: +20% Disease immunity: +21% Pinning immunity: +10% Light radius: +1 Amulets can have magical properties. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Erydostir ErydostirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% darkness / +24% light / +5% arcane Changes damage: +12% light / +6% blight Silence immunity: +5% Disarm immunity: +10% Rings can have magical properties. |
Stokebearer the copper ring Stokebearer the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 fire Changes resistances penetration: +5% acid Changes damage: +3% fire Spellpower: +6 (+6 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Tarregaran the Shockwisp Tarregaran the ShockwispInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze * 15% chance to corrode armour Changes resistances: +11% physical Changes resistances penetration: +5% lightning Changes damage: +11% physical Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
marksman's copper ring of sensing marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)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 Physical 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. |
This item will automatically be transmogrified when you leave the level. Shadespike (17.5-28 power, 1 apr)Shadespike (17.5-28 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% darkness Massive two-handed swords. |
arcing dwarven-steel greatsword of massacre (44.5-71.2 power, 2 apr) arcing dwarven-steel greatsword of massacre (44.5-71.2 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword (14.5-20.3 power, 3 apr)steel longsword (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
thunderous dwarven-steel longsword of persecution (24-33.6 power, 4 apr) thunderous dwarven-steel longsword of persecution (24-33.6 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 9% chance to daze Damage against: +5% Unnatural When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +1 Con Changes resistances penetration: +8% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Blindkill' (13.5-18.9 power, 3 apr)steel mace 'Blindkill' (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +11 nature / +5 temporal When wielded/worn: Changes damage: +12% light / +6% lightning Light radius: +3 Blunt and deadly. |
Eye of Winter (8-8.8 power, 18 apr, cold damage) Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
honing mossy mindstar (2-2.2 power, 12 apr, nature damage) honing mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% physical Changes resistances penetration: +3% physical Changes damage: +3% physical Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Erelidegorn the ash vilestaff (15-18 power, 3 apr, darkness element)Erelidegorn the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Kilnclamor the ash vilestaff (15-18 power, 3 apr, darkness element)Kilnclamor the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+6 eff.) Effects on melee hit: * 11% chance to blind Changes resistances: +9% fire / +1% physical Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +20 (+10 eff.) Only die when reaching: -60.00 life Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. BrenekaltholinBrenekaltholin Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum life: +31.00 A belt that goes around your waist. |
cashmere cloak 'Emelymirissra' (2 def, 0 armour) cashmere cloak 'Emelymirissra' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% arcane Changes damage: +9% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold 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. |
Arydradan (0 def, 1 armour) Arydradan (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +1 Wil Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 A pair of boots made of leather. |
Ereludas the pair of iron boots (0 def, 8 armour) Ereludas the pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +2 Mag Physical save: +6 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulublek (0 def, 9 armour) Fulublek (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 40% chance to corrode armour * 20% chance to gain 10% of a turn Changes damage: +3% temporal Infravision radius: +3 A pair of boots made of leather. |
Gusevena the pair of dwarven-steel boots (0 def, 4 armour) Gusevena the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to disease * 20% chance to gain 10% of a turn Changes stats: +3 Cun / +3 Con Changes resistances: +6% temporal Changes damage: +3% temporal Physical save: +13 (+7 eff.) Mental save: +15 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Hanoroleg' (18 def, 3 armour) pair of hardened leather boots 'Hanoroleg' (18 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Defense: +18 (+11 eff.) Fatigue: +3% Changes damage: +9% physical Mental save: +9 (+4 eff.) 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 25% chance to completely evade them and granting you 12 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Barkpiety the iron gauntlets (0 def, 1 armour)Barkpiety the iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +6% nature Changes damage: +4% nature / +9% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Strikebreaker the rough leather gloves (0 def, 1 armour) Strikebreaker the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xille the iron gauntlets (0 def, 1 armour) Xille the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances penetration: +5% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +22% Maximum hate: +2.00 Metal gloves protecting the hands up to the middle of the lower arm. |
blighted iron gauntlets of magic (+3) (0 def, 1 armour) blighted iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +4% arcane / +4% blight Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour) storm iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Betatta (0 def, 1 armour) Betatta (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Str Maximum hate: +4.00 Mental crit. chance: +2% A cap made of leather. |
Ebonystoker the iron helm (0 def, 3 armour) Ebonystoker the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes resistances: +7% cold Changes resistances penetration: +10% darkness / +5% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nihad (0 def, 1 armour) Nihad (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% lightning / +3% temporal Physical save: +12 (+6 eff.) Spell save: +9 (+5 eff.) Only die when reaching: -20.00 life A cap made of leather. |
miner's rough leather cap of dexterity (+3) (0 def, 2 armour) miner's rough leather cap of dexterity (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +2 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+5 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Chalutir (6 def, 7 armour, 15.5-18.6 power, 73 block) Chalutir (6 def, 7 armour, 15.5-18.6 power, 73 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +73 Damage (Melee): +12 acid / +10 light When wielded/worn: Armour: +7 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +8% Effects when hit in melee: * 13% chance to blind * 10% chance to corrode armour Changes stats: +6 Con / +1 Mag Changes resistances: +11% acid / +10% light Changes damage: +6% arcane Talent granted: +2 Block Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Xanebreldath the steel shield (6 def, 2 armour, 18.5-22.2 power, 43.5 block)Xanebreldath the steel shield (6 def, 2 armour, 18.5-22.2 power, 43.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +44 On weapon hit: * 20 arcane resource burn * 14% chance to corrode armour When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 17 acid Changes resistances: +9% lightning Talent granted: +2 Block Spell save: +23 (+12 eff.) Handheld deflection devices. |
3 agate 3 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. |
135 alchemist agate 135 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belolaith the iron pickaxe (dig speed 38 turns) Belolaith the 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: +10% nature Changes damage: +6% nature Mental save: +3 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dawnbliss (dig speed 20 turns) Dawnbliss (dig speed 20 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Str Changes damage: +6% fire / +6% mind / +9% light Mental save: +6 (+3 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Yarolen (dig speed 29 turns) Yarolen (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Spell save: +25 (+13 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Plagueoozer' (dig speed 28 turns) dwarven-steel pickaxe 'Plagueoozer' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Str / +1 Con Changes resistances penetration: +15% blight Changes damage: +6% blight Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Belydhewe BelydheweInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +1 Dex / +3 Wil Changes damage: +7% mind 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. |
Ragethad the brass lantern Ragethad the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% blight Spell save: +3 (+2 eff.) Maximum life: +40.00 Mental crit. chance: +1% 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. |
Seweredge the brass lantern Seweredge the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% nature Changes resistances penetration: +10% acid Maximum life: +43.00 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. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern preserving brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Life regen: +1.10 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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 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. |
psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown) psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
5 ametrine 5 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. |
7 citrine 7 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Drogre the Ogre Wyrmic level 7
76th Dusk 122nd year of Ascendancy at 03:10 see stats
By Drogre the Ogre Wyrmic level 10
46th Haze 122nd year of Ascendancy at 10:42 see stats
By Drogre the Ogre Wyrmic level 9
24th Haze 122nd year of Ascendancy at 17:41 see stats
By Drogre the Ogre Wyrmic level 16
10th Decay 122nd year of Ascendancy at 18:41 see stats
By Drogre the Ogre Wyrmic level 6
63rd Dusk 122nd year of Ascendancy at 09:56 see stats
By Drogre the Ogre Wyrmic level 2
6th Mirth 122nd year of Ascendancy at 16:25 see stats
By Drogre the Ogre Wyrmic level 17
60th Regrowth 123rd year of Ascendancy at 16:53 see stats
Log
Drogre succumbs to the nightmare!
Talent Infusion: Regeneration is ready to use.
Waking Nightmare from Glirewen the hornet swarm hits Drogre for 16 darkness damage.
Poison from Glirewen the hornet swarm hits Drogre for 67 nature damage.
Bloodstar from Glirewen the hornet swarm hits Drogre for 14 physical damage.
Glirewen the hornet swarm receives 7 healing from Drogre.
Glirewen the hornet swarm uses Psyshot.
Glirewen the hornet swarm hits Drogre for 23 mind, 27 nature (50 total damage).
Drogre hits Glirewen the hornet swarm for 9 light, 7 fire, 16 acid, 9 light, 7 fire, 16 acid (64 total damage).
Beluthra the giant army ant uses Infusion: Regeneration.
Beluthra the giant army ant starts regenerating health quickly.
Glirewen the hornet swarm uses Psyshot.
Glirewen the hornet swarm hits Drogre for 22 mind, 27 nature (49 total damage).
Drogre hits Glirewen the hornet swarm for 9 light, 7 fire, 16 acid, 9 light, 7 fire, 16 acid (64 total damage).
Glirewen the hornet swarm shares damage with his oozes!
Crippling Poison from Drogre hits Glirewen the hornet swarm for 16 nature damage.
Crippling Poison from Drogre hits Beluthra the giant army ant for 35 nature damage.
Drogre speeds up.
Talent Wing Buffet is ready to use.
Waking Nightmare from Glirewen the hornet swarm hits Drogre for 16 darkness damage.
Poison from Glirewen the hornet swarm hits Drogre for 67 nature damage.
Bloodstar from Glirewen the hornet swarm hits Drogre for 14 physical damage.
Glirewen the hornet swarm receives 7 healing from Drogre.
Drogre uses Wing Buffet.
Drogre stops regenerating health quickly.
Drogre uses Infusion: Regeneration.
Drogre starts regenerating health quickly.
Glirewen the hornet swarm uses Slime Spit.
Saving game...