Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 38 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Neroba the rotting mummy at level 38 on the 5th Shortage 123rd year of Ascendancy at 05:13 / 1 |
Primary Stats
| Strength | 85.105704658618 (base 27) |
| Dexterity | 53.105704658618 (base 45) |
| Constitution | 99.105704658618 (base 60) |
| Magic | 26 (base 12) |
| Willpower | 43 (base 23) |
| Cunning | 53 (base 22) |
Resources
| Hate | 111/112 |
| Equilibrium | 40 |
| Life | -1/1779 |
| Stamina | 16/334 |
| Psi | 138/138 |
| Healing Factor | 1.17 |
| Regeneration | 35.8605 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 34 |
| Crit Chance | 30% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 34 |
| Crit Chance | 30% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.15 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 4.2711729571525 (80%) |
| Defense | 45.695665543505 |
| Ranged Defense | 53.695665543505 |
| Fatigue | 0 |
| Physical Save | 58.220197139185 |
| Spell Save | 34.668299078261 |
| Mental Save | 28.709514930592 |
Defense: Resistances
| All | -7%( 75%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 70% |
| Confusion Resistance | 75% |
| Instadeath Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 75% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Wild Growth |
| talent | Mitosis |
| talent | Kinetic Shield |
| talent | Shards |
| talent | Deflection |
| talent | Gloom |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 26.80 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
| detrimental effect | On death will restore to the source up to 18 times the vim's worth. Bleak Outcome |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 41.67 blight damage per turn. Weakness Disease |
| detrimental effect | The target's armour and saves are broken, reducing them by 58. Sunder Armour |
| detrimental effect | The target is infected by a disease, reducing its strength by 12, dexterity by 12, constitution by 12, and doing 27.59 blight damage per turn. If the target dies while ghoul rot is active it will rise as a ghoul. Ghoul Rot |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 33% and slowing it by -10% Overwhelming Fear |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lost anorithil from death by Mayelle the umber hulk. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by emperor wight. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by dread. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by elder vampire. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Constitution by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 299. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed faerlhing fang. * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
| Quiver | Toroziladas (24/24, 58-69.6 power, 5 apr) Toroziladas (24/24, 58-69.6 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 58.0 - 69.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 On weapon hit: * 20% chance to cause random gloom * 40% chance to disease Damage (Ranged): +16 acid Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight / +4 acid Shots are used with slings to pummel your foes to death. |
| On hands | Flashsorrow (0 def, 6 armour) Flashsorrow (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes resistances penetration: +5% physical / +5% fire Mental save: +8 (+4 eff.) Maximum life: +40.00 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 1) on hit: +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Mayatira the brass lantern Mayatira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent 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 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Tool | dwarven-steel pickaxe 'Bokaruitar' (dig speed 32 turns) dwarven-steel pickaxe 'Bokaruitar' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Str / +1 Dex / +2 Mag Changes resistances: +2% physical Physical save: +9 (+3 eff.) Maximum stamina: +5.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Phlegmmight' gold ring 'Phlegmmight'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 8 nature Changes stats: +6 Cun Changes resistances: +5% arcane Spell save: +3 (+2 eff.) Stun/Freeze immunity: +52% Life regen: +3.10 Rings can have magical properties. |
| On fingers | Yvadheda the Lightningward Yvadheda the LightningwardPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +2 Mag / +3 Cun / +5 Con Changes resistances: +6% lightning Mental save: +7 (+4 eff.) Confusion immunity: +20% Vim when firing critical spell: +4.00 Spellpower: +6 (+3 eff.) Damage Shield penetration: +10% Rings can have magical properties. |
| Around neck | stralite amulet 'Flashscar' stralite amulet 'Flashscar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 light Changes resistances: +4% physical Changes resistances cap: +5% all Changes damage: +12% physical Physical save: +19 (+5 eff.) Amulets can have magical properties. |
| In main hand | reinforced voratun shield of fire resistance (+23%) (12 def, 12 armour, 73.5-88.2 power, 272 block) reinforced voratun shield of fire resistance (+23%) (12 def, 12 armour, 73.5-88.2 power, 272 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +272 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +23% fire Talent granted: +5 Block Handheld deflection devices. |
| Around waist | Relgiretar the Shadowbore Relgiretar the ShadowborePowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +7.00% Physical save: +8 (+2 eff.) Maximum life: +62.00 Maximum mana: +33.00 Maximum stamina: +35.00 Maximum hate: +12.00 Maximum psi: +25.00 Maximum vim: +30.00 Maximum pos.energy: +25.00 Maximum neg.energy: +23.00 Mindpower: +5 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | flaming voratun shield of temporal resistance (+17%) (12 def, 3 armour, 67-80.4 power, 183 block) flaming voratun shield of temporal resistance (+17%) (12 def, 3 armour, 67-80.4 power, 183 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +183 Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 fire Effects when hit in melee: * 29% chance to gain 10% of a turn Damage when hit (Melee): 13 fire Changes resistances: +17% temporal Talent granted: +5 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Skymalice' (13 def, 0 armour) cashmere cloak 'Skymalice' (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes resistances: +2% physical Changes resistances penetration: +5% lightning Physical save: +21 (+6 eff.) Spell save: +20 (+8 eff.) Blindness immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearforged dwarven-steel mail armour of Eyal (3 def, 8 armour) fearforged dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +26% Changes stats: +7 Con Changes resistances: +7% fire / -16% light / +10% darkness Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Life regen: +2.30 Maximum life: +67.00 Healing mod.: +17% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (511% speed; 7 turns)movement infusion (511% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. regeneration infusion (heal 173 over 5 turns)regeneration infusion (heal 173 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. 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. |
regeneration infusion of the titan (heal 435 over 5 turns) regeneration infusion of the titan (heal 435 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Constitution 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 warrior (resist 23%; cure mental) wild infusion of the warrior (resist 23%; 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. heat beam rune (141 fire damage)heat beam rune (141 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 141.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
teleportation rune of the titan (range 202) teleportation rune of the titan (range 202)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 202 with a minimum range of 15. Its effects scale with your Constitution 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. |
teleportation rune of the warrior (range 133) teleportation rune of the warrior (range 133)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 133 with a minimum range of 15. Its effects scale with your Strength 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. |
Dimtaint DimtaintCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +5 Con Changes resistances: +6% nature / +9% lightning Changes damage: +3% darkness Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Torchfist the gold amulet Torchfist the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 mind / 8 fire Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances: +12% mind Changes damage: +9% mind Life regen: +0.80 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet of perfection (0.34 Cunning / Trapping,0.34 Technique / Archery excellence)stralite amulet of perfection (0.34 Cunning / Trapping,0.34 Technique / Archery excellence) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Technique / Archery excellence +0.34 Cunning / Trapping Amulets can have magical properties. |
Arckiss the steel ring Arckiss the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +6 Cun / +4 Dex Changes resistances: +3% acid Changes resistances penetration: +5% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Duvidogar the CloudministerDuvidogar the Cloudminister Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% lightning Changes damage: +6% mind Critical mult.: +5.00% Mental save: +10 (+5 eff.) Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +40.00 Rings can have magical properties. |
Pitchspike the steel ring Pitchspike the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +3% fire Changes damage: +3% fire Life regen: +0.90 Maximum life: +54.00 Healing mod.: +14% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.71 cold and 16.72 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Voramina the stralite ring Voramina the stralite ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +8 Mag / +12 Wil / +8 Cun / +1 Con Grants telepathy: Humanoid/Orc Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Dourroar' gold ring 'Dourroar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Defense: +13 (+4 eff.) Changes stats: +1 Dex / +2 Mag / +5 Wil / +6 Cun Changes resistances: +15% darkness Mental save: +10 (+5 eff.) Spellpower: +8 (+4 eff.) Light radius: +1 Infravision radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring 'Glowblow' gold ring 'Glowblow'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 light / 4 temporal Changes stats: +4 Cun / +5 Wil Changes resistances: +6% temporal Changes damage: +6% light Disarm immunity: +27% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +31% Life regen: +1.00 Maximum life: +26.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
steel ring 'Ravencrypt' steel ring 'Ravencrypt'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +4 Cun / +4 Wil Changes resistances: +22% darkness Changes damage: +11% darkness / +9% mind Physical save: +8 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
steel ring 'Serpentrune' steel ring 'Serpentrune'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Dex / +1 Con Changes resistances: +11% physical Changes damage: +11% physical See invisible: +3 Rings can have magical properties. |
stralite ring 'Radiancevault' stralite ring 'Radiancevault'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +42% light Changes resistances penetration: +5% light Changes damage: +18% light Light radius: +2 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
Chamedradas the Pitchsaw (78.5-117.75 power, 4 apr) Chamedradas the Pitchsaw (78.5-117.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 acid / +24 mind / +12 arcane Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +40 ice / +4 darkness When wielded/worn: Armour: +19 Changes resistances: +6% darkness Changes resistances penetration: +5% acid / +19% cold Changes damage: +6% acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
Gunochik the Bleaktickler (30.5-45.75 power, 2 apr) Gunochik the Bleaktickler (30.5-45.75 power, 2 apr)Requires: - Strength 24 Infused by psionic 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 Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 mind Burst (radius 1) on hit: +8 darkness When wielded/worn: Changes resistances: +3% darkness Spell save: +9 (+4 eff.) Mana each turn: +0.04 Maximum vim: +30.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. insidious stralite battleaxe of persecution (48-72 power, 3 apr)insidious stralite battleaxe of persecution (48-72 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +42 insidious poison Damage against: +7% Unnatural When wielded/worn: Changes stats: +7 Wil Massive two-handed battleaxes. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
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. Sootstriker (49.5-64.35 power, 9 apr)Sootstriker (49.5-64.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Acid Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +8 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +12 (+5 eff.) Changes stats: +6 Str Changes resistances: +2% physical Changes resistances penetration: +11% mind / +12% darkness Changes damage: +3% acid / +10% physical / +6% darkness Disease immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +10% Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger (37.5-48.75 power, 9 apr)balanced voratun dagger (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +10 (+3 eff.) Disarm immunity: +32% Sharp, short and deadly. |
dwarven-steel dagger 'Turedil' (25.5-33.15 power, 7 apr) dwarven-steel dagger 'Turedil' (25.5-33.15 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% acid / +5% arcane / +9% light Reduces incoming crit damage: 5.00% Blindness immunity: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun dagger of persecution (39-50.7 power, 9 apr)hateful voratun dagger of persecution (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 darkness Damage against: +12% Living / +15% Unnatural When wielded/worn: Changes stats: +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Chalorain the Sootwisp (50-80 power, 3 apr)Chalorain the Sootwisp (50-80 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 light Damage against: +35% Undead When wielded/worn: Damage when hit (Melee): 4 arcane / 8 mind / 4 darkness Critical mult.: +10.00% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% Massive two-handed swords. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (23-36.8 power, 2 apr)balanced steel greatsword (23-36.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +10 (+3 eff.) Disarm immunity: +31% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of vileness (12.5-17.5 power, 3 apr)flaming steel longsword of vileness (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +13 blight Burst (radius 1) on hit: +11 fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Arcedge the stralite mace (38-53.2 power, 5 apr)Arcedge the stralite mace (38-53.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+5 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 20 lightning Changes resistances: +3% darkness / +3% lightning Changes resistances penetration: +15% lightning Disarm immunity: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace 'Glintcast' (50.5-70.7 power, 5 apr)stralite mace 'Glintcast' (50.5-70.7 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 50.5 - 70.7 Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 30% chance to blind Damage when hit (Melee): 4 light / 8 temporal Changes resistances penetration: +5% light / +5% temporal Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+12 eff.) Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (243 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 127.40 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
This item will automatically be transmogrified when you leave the level. Zanivor (9-9.9 power, 27 apr, mind damage)Zanivor (9-9.9 power, 27 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Mental save: +7 (+4 eff.) Maximum psi: +34.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +10% 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. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+7 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+18 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level. yew starstaff 'Morningpulverizer' (20-24 power, 4 apr, physical element)yew starstaff 'Morningpulverizer' (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Changes resistances: +3% lightning / +1% physical / +12% light Changes resistances penetration: +10% light Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +20 (+5 eff.) Spell save: +20 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+8 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 33.85 - 40.62 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Brodydan the voratun waraxe (53-74.2 power, 20 apr) Brodydan the voratun waraxe (53-74.2 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Temporal Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +35% When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances: +15% temporal Changes damage: +3% temporal Critical mult.: +14.00% One-handed war axes. |
Sunfame (30.5-42.7 power, 5 apr) Sunfame (30.5-42.7 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +13 temporal / +4 fire When wielded/worn: Armour penetration: +12 Damage when hit (Melee): 11 temporal Changes resistances: +10% temporal / +5% arcane / +3% fire Changes resistances penetration: +13% darkness / +13% physical / +11% mind / +10% fire Changes damage: +3% arcane / +11% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Xelle the stralite waraxe (32-44.8 power, 5 apr)Xelle the stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Armour penetration: +13 Physical power: +13 (+3 eff.) Armour: +2 Changes stats: +4 Con Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +24% physical Changes damage: +12% arcane / +13% physical Disarm immunity: +33% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (21-29.4 power, 4 apr)dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Bloombloom' (20-28 power, 4 apr)dwarven-steel waraxe 'Bloombloom' (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 nature / +14 temporal When wielded/worn: Effects on melee hit: * 41% chance to blind Changes resistances penetration: +10% nature / +5% light Changes damage: +9% nature / +9% light One-handed war axes. |
Arezilaldir the Stormfist Arezilaldir the StormfistInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 20 lightning Changes stats: +5 Str / +5 Dex / +4 Wil / +3 Cun Changes resistances: +7% acid / +6% fire / +7% cold / +25% lightning Changes damage: +9% lightning Physical save: +14 (+4 eff.) Spell save: +23 (+9 eff.) Mental save: +12 (+6 eff.) Size category: +1 A belt that goes around your waist. |
Cloudslicer CloudslicerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature / 4 lightning Changes stats: +3 Wil Changes resistances penetration: +10% nature Changes damage: +9% lightning Mental save: +8 (+4 eff.) Maximum life: +71.00 A belt that goes around your waist. |
Vorith VorithInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +15% mind Mental save: +3 (+2 eff.) Psi when hit: +0.08 Maximum life: +38.00 A belt that goes around your waist. |
balancing hardened leather belt of burglary balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +8 Dex / +9 Cun / +7 Lck Trap disarming bonus: +13 Stealth bonus: +9 Mental crit. chance: +7% Infravision radius: +3 A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Ce'Nelrarin (1 def, 0 armour) Ce'Nelrarin (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +2% physical Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 17 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Galethorn' (2 def, 0 armour) cashmere cloak 'Galethorn' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze Changes resistances: +5% acid / +7% fire / +8% cold / +13% lightning Changes damage: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of darkness (+25%) (3 def, 0 armour)mindwoven silk robe of darkness (+25%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes damage: +17% darkness Mental save: +23 (+11 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe (2 def, 0 armour)stargazer's cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes damage: +9% light / +12% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belominor the pair of hardened leather boots (0 def, 3 armour) Belominor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +6 Con Changes damage: +8% physical Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Healing mod.: +25% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Ivuyaldara the pair of hardened leather boots (4 def, 3 armour) Ivuyaldara the pair of hardened leather boots (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes damage: +6% mind Stamina each turn: +0.20 Maximum life: +20.00 Healing mod.: +5% A pair of boots made of leather. |
Lelyzilanik (0 def, 4 armour) Lelyzilanik (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +15% arcane / +11% physical Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestlady the pair of rough leather boots (0 def, 1 armour) Tempestlady the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze * 15% chance to corrode armour Changes resistances: +5% cold / +6% fire Changes damage: +3% acid A pair of boots made of leather. |
Xyna (0 def, 4 armour) Xyna (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% Changes stats: +6 Str / +5 Con Changes damage: +7% physical Maximum hate: +8.00 Maximum psi: +20.00 Mental crit. chance: +2% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. 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 'Cloudbraze' (0 def, 3 armour) pair of hardened leather boots 'Cloudbraze' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind Changes resistances: +3% lightning Mental save: +25 (+12 eff.) Stamina each turn: +0.60 Maximum stamina: +12.00 Maximum hate: +4.00 Mindpower: +4 (+2 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Eilinywyn' (0 def, 3 armour) pair of hardened leather boots 'Eilinywyn' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +2 Cun / +6 Con Changes resistances penetration: +5% mind Changes damage: +8% physical Psi when hit: +0.12 Mental crit. chance: +3% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of rough leather boots 'Brenurandur' (0 def, 1 armour) pair of rough leather boots 'Brenurandur' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes resistances: +3% temporal / +6% nature / +3% darkness Stealth bonus: +6 A pair of boots made of leather. |
Halydig (0 def, 2 armour) Halydig (0 def, 2 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: Accuracy: +19 (+7 eff.) Physical power: +7 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +3 Dex / +2 Cun Changes resistances: +7% darkness / +3% nature Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +9 Physical crit. chance: +19.0% Attack speed: 125% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +13 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Zubarinne the Galeusher (0 def, 2 armour) Zubarinne the Galeusher (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +22 (+8 eff.) Armour: +2 Effects on melee hit: * 40% chance to daze Changes stats: +3 Dex / +3 Cun / +2 Con Changes resistances: +10% darkness Changes resistances penetration: +10% lightning Changes damage: +6% lightning Physical save: +13 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +25% Infravision radius: +3 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Physical crit. chance: +15.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness / +13 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Gleambane' (0 def, 2 armour)hardened leather gloves 'Gleambane' (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 14 light Changes stats: +3 Cun / +3 Wil Changes resistances: +17% light Changes damage: +8% light Grants telepathy: Demon/Minor Demon/Major Infravision radius: +1 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% On weapon hit: * 31% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Voruda' (0 def, 1 armour) iron gauntlets 'Voruda' (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): 5 acid Changes stats: +2 Cun / +1 Con Changes resistances: +6% acid Changes damage: +4% acid Light radius: +2 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves (0 def, 7 armour) stone warden's rough leather gloves (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +6% Changes stats: +6 Con Changes resistances: +5% physical When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Stone Touch (5% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0 Cun Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent mastery: +0.00(-) Cunning / Stealth Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+5 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 20.67 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Scaldwire the drakeskin leather cap (7 def, 5 armour) Scaldwire the drakeskin leather cap (7 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +5 Defense: +7 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 4 fire Changes stats: +3 Str / +9 Dex / +9 Cun Changes resistances: +22% mind Changes resistances penetration: +10% fire Mental save: +23 (+11 eff.) Confusion immunity: +33% A cap made of leather. |
bladed dwarven-steel helm of strength (+7) (0 def, 4 armour) bladed dwarven-steel helm of strength (+7) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +7 Str Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 574.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A 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. spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour)spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +17% temporal A suit of armour made of mail. |
Ce'Noma the drakeskin leather armour (15 def, 8 armour) Ce'Noma the drakeskin leather armour (15 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 lightning Damage (Ranged): 7 lightning Changes resistances: +47% lightning / +30% cold / +12% acid Confusion immunity: +10% Life regen: +14.80 Healing mod.: +24% A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+5 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 113.87 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
caller's drakeskin leather armour of Eyal (5 def, 8 armour) caller's drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +9% physical / +10% fire / +12% nature / +9% cold Life regen: +3.60 Maximum life: +94.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of clarity (5 def, 8 armour)cleansing drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +17% blight / +13% nature / +9% mind Mental save: +17 (+8 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of the wind (13 def, 7 armour)reinforced leather armour of the wind (13 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +11 Physical crit. chance: +7.0% Armour: +7 Defense: +13 (+4 eff.) Fatigue: +8% Stamina each turn: +1.30 Chance to avoid any damage: +8% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
volcanic drakeskin leather armour of resilience (5 def, 20 armour) volcanic drakeskin leather armour of resilience (5 def, 20 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +28% physical / +25% fire Maximum life: +44.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing stralite plate armour (7 def, 13 armour)cleansing stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +12% nature / +14% blight A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of Eyal (5 def, 11 armour) radiant dwarven-steel plate armour of Eyal (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 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Life regen: +1.20 Maximum life: +49.00 Light radius: +1 Healing mod.: +16% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite plate armour (7 def, 13 armour)rejuvenating stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Life regen: +4.80 Stamina each turn: +0.70 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Aerenne the Muckstinger (8 def, 9 armour, 30-36 power, 120.5 block) Aerenne the Muckstinger (8 def, 9 armour, 30-36 power, 120.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +120 Damage (Melee): +8 mind / +16 fire Burst (radius 1) on hit: +8 nature When wielded/worn: Armour: +9 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 14 fire / 4 mind / 4 nature Changes stats: +3 Str / +1 Cun / +4 Con Changes resistances: +15% fire / +13% mind / +3% nature Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Physical save: +10 (+3 eff.) Handheld deflection devices. |
Thunderbiter the steel shield (6 def, 2 armour, 18-21.6 power, 39 block) Thunderbiter the steel shield (6 def, 2 armour, 18-21.6 power, 39 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: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +39 On weapon hit: * 40% chance to daze Damage (Melee): +12 cold / +4 mind When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Changes resistances penetration: +10% lightning Changes damage: +3% mind Talent granted: +2 Block Handheld deflection devices. |
acidic stralite shield of cold resistance (+23%) (10 def, 2 armour, 47.5-57 power, 141.5 block) acidic stralite shield of cold resistance (+23%) (10 def, 2 armour, 47.5-57 power, 141.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 On weapon hit: * 13% chance to corrode armour When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Changes resistances: +23% cold Talent granted: +4 Block Handheld deflection devices. |
deflecting stralite shield of fire resistance (+19%) (19 def, 2 armour, 48.5-58.2 power, 146.5 block) deflecting stralite shield of fire resistance (+19%) (19 def, 2 armour, 48.5-58.2 power, 146.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +146 When wielded/worn: Armour: +2 Defense: +19 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +19% fire Talent granted: +4 Block Deflect projectiles away: +12% Handheld deflection devices. |
flaming voratun shield of lightning resistance (+29%) (12 def, 3 armour, 64-76.8 power, 202 block) flaming voratun shield of lightning resistance (+29%) (12 def, 3 armour, 64-76.8 power, 202 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 Burst (radius 1) on hit: +15 fire When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 16 fire Changes resistances: +29% lightning Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy stralite shield of purity (10 def, 2 armour, 48.5-58.2 power, 138 block)icy stralite shield of purity (10 def, 2 armour, 48.5-58.2 power, 138 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 Damage (Melee): +17 cold When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 14 ice Changes resistances: +14% nature / +15% blight Talent granted: +4 Block Handheld deflection devices. |
shocking voratun shield of fire resistance (+27%) (12 def, 3 armour, 67.5-81 power, 200 block) shocking voratun shield of fire resistance (+27%) (12 def, 3 armour, 67.5-81 power, 200 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 On weapon hit: * 32% chance to daze When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 26 lightning Changes resistances: +27% fire Talent granted: +5 Block Handheld deflection devices. |
stralite shield 'Aduthra' (10 def, 10 armour, 53.5-64.2 power, 178 block) stralite shield 'Aduthra' (10 def, 10 armour, 53.5-64.2 power, 178 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +178 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +3 Wil Maximum wards: +5 lightning / +1 temporal / +4 blight / +4 fire / +5 cold Talents granted: +4 Block +1 Ward Confusion immunity: +15% Pinning immunity: +5% Stun/Freeze immunity: +10% Psi when hit: +0.08 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of acid resistance (+22%) (12 def, 3 armour, 73-87.6 power, 193 block)voratun shield of acid resistance (+22%) (12 def, 3 armour, 73-87.6 power, 193 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +193 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +22% acid Talent granted: +5 Block Handheld deflection devices. |
voratun shield of cold resistance (+25%) (12 def, 3 armour, 70-84 power, 212.5 block) voratun shield of cold resistance (+25%) (12 def, 3 armour, 70-84 power, 212.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +212 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +25% cold Talent granted: +5 Block Handheld deflection devices. |
warded dwarven-steel shield of radiance (8 def, 2 armour, 26-31.2 power, 84 block) warded dwarven-steel shield of radiance (8 def, 2 armour, 26-31.2 power, 84 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +12% light Maximum wards: +3 lightning / +2 temporal / +3 blight / +2 fire / +3 cold Talents granted: +3 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic quiver of elven-wood arrows (20/20, 44.5-62.3 power, 14 apr)acidic quiver of elven-wood arrows (20/20, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 On weapon crit: * splashes the target with acid Damage (Ranged): +16 acid Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows of gravity (19/19, 30-42 power, 10 apr) hateful quiver of yew arrows of gravity (19/19, 30-42 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +12 darkness / +5 gravity Damage against: +5% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of vileness (15/15, 33.5-46.9 power, 10 apr)quiver of yew arrows of vileness (15/15, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 On weapon hit: * 13% chance to disease Damage (Ranged): +13 blight Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1125 alchemist agate 1125 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. |
7 onyx 7 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. |
7 aquamarine 7 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
opal 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Ebonytide the voratun pickaxe (dig speed 12 turns) Ebonytide the voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +3 Str Changes resistances: +3% mind Changes resistances penetration: +10% darkness / +10% mind Changes damage: +15% mind Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Jetwrack (dig speed 31 turns) Jetwrack (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +1 Wil / +2 Cun / +3 Con Changes resistances: +12% darkness Changes resistances penetration: +10% darkness Light radius: +1 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. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel pickaxe (dig speed 22 turns)miner's dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald 8 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 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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 (+2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
Bethadaba (15/15, 33.5-40.2 power, 3 apr) Bethadaba (15/15, 33.5-40.2 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to gain 10% of a turn * 10% chance to knock the target back Damage (Ranged): +26 physical / +4 arcane Burst (radius 1) on hit: +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Isloba the pouch of stralite shots (18/18, 45-54 power, 5 apr)Isloba the pouch of stralite shots (18/18, 45-54 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon hit: * 41% chance to corrode armour Travel speed: +200% Damage (Ranged): +4 physical Burst (radius 1) on hit: +12 acid / +22 fire Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Zalin (19/19, 30.5-36.6 power, 3 apr) Zalin (19/19, 30.5-36.6 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Damage (Ranged): +12 mind Burst (radius 1) on hit: +12 mind / +42 fire Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Eilinatta the yew totem of thorny skin [power 56] (26 cooldown) Eilinatta the yew totem of thorny skin [power 56] (26 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes resistances penetration: +5% arcane Changes damage: +9% blight Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 50%, putting all charms on cooldown for 26 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Flarecut the yew totem of healing [power 110] (13 cooldown)Flarecut the yew totem of healing [power 110] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 20 fire Changes resistances penetration: +5% fire Changes damage: +6% fire It can be used to heal a target within range 7 (Willpower) for 110, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Loregar the Tempestsweep [power 49] (20 cooldown) Loregar the Tempestsweep [power 49] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances penetration: +15% lightning Changes damage: +3% light / +9% lightning Talent granted: +4 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Emossra' [power 36] (27 cooldown) ash totem of thorny skin 'Emossra' [power 36] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +6% physical Life regen: +0.20 Maximum life: +20.00 Maximum stamina: +10.00 It can be used to harden the skin for 7 turns increasing armour by 36 and armour hardiness by 40%, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Ragiromihir' [power 28] (20 cooldown) ash totem of thorny skin 'Ragiromihir' [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Reduces incoming crit damage: 5.00% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
Radhehad the Ashsin [power 151] (10 cooldown) Radhehad the Ashsin [power 151] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +2 blight / +2 fire / +1 cold Changes damage: +9% fire Talent granted: +1 Ward Maximum vim: +36.00 Damage Shield penetration: +10% It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of clairvoyance [power 10] (6 cooldown) bright ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 quartz 13 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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. |
zircon 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 (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Warpig II the Dwarf Adventurer level 25
28th Loss 122nd year of Ascendancy at 14:41 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Warpig II the Dwarf Adventurer level 9
13rd Profit 122nd year of Ascendancy at 23:02 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Warpig II the Dwarf Adventurer level 38
1st Shortage 123rd year of Ascendancy at 19:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Warpig II the Dwarf Adventurer level 22
34th Dearth 122nd year of Ascendancy at 07:28 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Warpig II the Dwarf Adventurer level 29
28th Iron 123rd year of Ascendancy at 17:19 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Warpig II the Dwarf Adventurer level 26
29th Loss 122nd year of Ascendancy at 23:38 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Warpig II the Dwarf Adventurer level 26
1st Shortage 122nd year of Ascendancy at 03:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Warpig II the Dwarf Adventurer level 10
22nd Profit 122nd year of Ascendancy at 17:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Warpig II the Dwarf Adventurer level 20
20th Dearth 122nd year of Ascendancy at 19:58 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Warpig II the Dwarf Adventurer level 30
35th Steel 123rd year of Ascendancy at 03:27 see stats
Pest Control (Insane (Roguelike) difficulty)
Killed 1000 reproducing vermin.By Warpig II the Dwarf Adventurer level 37
35th Dearth 123rd year of Ascendancy at 04:42 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Warpig II the Dwarf Adventurer level 27
27th Shortage 122nd year of Ascendancy at 17:20 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Warpig II the Dwarf Adventurer level 34
37th Stralite 123rd year of Ascendancy at 00:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Warpig II the Dwarf Adventurer level 29
28th Iron 123rd year of Ascendancy at 05:20 see stats
Slimefest (Insane (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Warpig II the Dwarf Adventurer level 38
35th Dearth 123rd year of Ascendancy at 18:23 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Warpig II the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 23:16 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Warpig II the Dwarf Adventurer level 38
5th Shortage 123rd year of Ascendancy at 05:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Warpig II the Dwarf Adventurer level 9
19th Profit 122nd year of Ascendancy at 12:25 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Warpig II the Dwarf Adventurer level 34
15th Gold 123rd year of Ascendancy at 22:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Warpig II the Dwarf Adventurer level 8
1st Acquisition 122nd year of Ascendancy at 15:48 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Warpig II the Dwarf Adventurer level 34
15th Gold 123rd year of Ascendancy at 16:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Warpig II the Dwarf Adventurer level 25
28th Loss 122nd year of Ascendancy at 04:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Warpig II the Dwarf Adventurer level 18
8th Dearth 122nd year of Ascendancy at 01:40 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Warpig II the Dwarf Adventurer level 31
41st Steel 123rd year of Ascendancy at 19:07 see stats
Log
Neroba the rotting mummy's purging blight area effect hits Bloated ooze for 26 blight damage.
Neroba the rotting mummy's purging blight area effect hits Warpig II for (7 to psi shield), 13 blight (13 total damage).
Lava floor heals Neroba the rotting mummy!
Neroba the rotting mummy uses Gnaw.
Neroba the rotting mummy's spell attains critical power!
Warpig II shrugs off the critical damage!
Warpig II counter attacks Neroba the rotting mummy with his shield shards!
Warpig II is afflicted by ghoul rot!
Neroba the rotting mummy receives 88 healing.
Neroba the rotting mummy hits Warpig II for (175 blocked), 0 physical, (15 blocked), 0 fire, (14 blocked), 0 physical, (14 blocked), 0 physical (0 total damage).
Warpig II hits Neroba the rotting mummy for 4 light, 6 fire, 4 nature, 2 arcane, 77 nature, 7 fire, , 42 nature, 7 fire, , 14 fire (162 total damage).
Warpig II shares damage with his oozes!
Burning from Neroba the rotting mummy hits Warpig II for (27 blocked), 0 fire (0 total damage).
Weakness Disease from Neroba the rotting mummy hits Warpig II for (8 to psi shield), 15 blight (15 total damage).
Ghoul Rot from Neroba the rotting mummy hits Warpig II for (5 to psi shield), 10 blight (10 total damage).
Lava floor burns Bloated ooze!
Neroba the rotting mummy shrugs off the effect 'Poison'!
Neroba the rotting mummy hits Bloated ooze for 52 fire, 8 physical (61 total damage).
Bloated ooze hits Neroba the rotting mummy for 2 nature damage.
Lava floor heals Neroba the rotting mummy!
Neroba the rotting mummy uses Sunder Armour.
You have deflected 3 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Warpig II shares damage with his oozes!
Neroba the rotting mummy receives 88 healing.
Neroba the rotting mummy hits Warpig II for (28 to psi shield), (3 deflected), 169 physical, 5 fire (175 total damage).
Warpig II hits Neroba the rotting mummy for 4 light, 6 fire, 4 nature, 2 arcane (15 total damage).
Neroba the rotting mummy deactivates Fearscape.
A Ghoul rises from the corpse of Warpig II.
Saving game...
