Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 20 / 6% |
Size | big |
Lifes / Deaths | Killed by Assimeri the shalore at level 17 on the 58th Haze 122nd year of Ascendancy at 19:48 0 / 6Killed by Larryom the dwarf at level 17 on the 4th Allure 123rd year of Ascendancy at 05:24 Killed by Yveravea the rogue at level 19 on the 7th Regrowth 123rd year of Ascendancy at 17:54 Killed by Huojugu the dwarf at level 19 on the 8th Regrowth 123rd year of Ascendancy at 06:50 Killed by Poruriawe the giant blue ant at level 20 on the 29th Regrowth 123rd year of Ascendancy at 01:22 Killed by Poruriawe the giant blue ant at level 20 on the 29th Regrowth 123rd year of Ascendancy at 02:13 |
Primary Stats
Strength | 38 (base 24) |
Dexterity | 45 (base 32) |
Constitution | 39 (base 15) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 45 (base 38) |
Resources
Life | -250/584 |
Stamina | 109/170 |
Healing Factor | 1.216254336803 |
Regeneration | 12.466606952231 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.045069181528 |
See Invisible | 32.045069181528 |
Offense: Barehand
Damage | 55 |
Accuracy | 57 |
Crit Chance | 28% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Blight | +5% |
Nature | +12% |
Mind | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 35.118138619369 (56.297102139833%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 16 |
Physical Save | 24 |
Spell Save | 41 |
Mental Save | 35 |
Defense: Resistances
Nature | + 3%( 70%) |
Lightning | + 6%( 70%) |
Cold | + 15%( 70%) |
Darkness | + 3%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.50 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by deformed giant venus flytrap. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | Curebraze the pair of rough leather boots (0 def, 1 armour) Curebraze 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 penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +1 Changes resistances: +3% fire / +3% nature / +6% cold Changes damage: +6% nature A pair of boots made of leather. |
On hands | storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +6% lightning When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Ulfiyon the rough leather cap (0 def, 1 armour) Ulfiyon the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% blight Changes damage: +6% mind Physical save: +3 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 A cap made of leather. |
Tool | 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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Salodann SalodannInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +10 (+3 eff.) Changes stats: +4 Cun / +5 Wil Teleport immunity: +10% Psi when hit: +0.12 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Healfiend' copper ring 'Healfiend'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +10 Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes damage: +3% mind / +6% nature Spell save: +3 (+1 eff.) Cut immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Delodunamas the copper amulet Delodunamas the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +6 Dex Changes resistances: +9% fire Spell save: +6 (+2 eff.) Amulets make your neck look great! |
Main armor | rejuvenating dwarven-steel mail armour of command (8 def, 13 armour) rejuvenating dwarven-steel mail armour of command (8 def, 13 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +18 (+8 eff.) Life regen: +2.50 Stamina each turn: +0.80 A suit of armour made of mail. |
Light source | brass lantern 'Mardydir' brass lantern 'Mardydir'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +6% cold / +5% arcane Mental save: +12 (+6 eff.) Maximum life: +45.00 Mindpower: +5 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | linen cloak of backstabbing (1 def, 0 armour) linen cloak of backstabbing (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +1 (+0 eff.) Critical mult.: +11.00% Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Prismnight the rough leather belt Prismnight the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% darkness / +3% cold Spell save: +6 (+2 eff.) Poison immunity: +20% Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 40; cd 11)healing infusion (heal 40; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 117; cd 15) healing infusion of the warrior (heal 117; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. 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 nature talent. Press to compare to your current inscriptions |
movement infusion (speed 400%; cd 16) movement infusion (speed 400%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 94; 13 cd) regeneration infusion of the wizard (heal 94; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 74; cd 13) shatter afflictions rune of the titan (absorb 74; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
gold amulet 'Shocktaint' gold amulet 'Shocktaint'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 15 light / 17 darkness Effects when hit in melee: * 17% chance to reduce damage dealt by 17% * 12% chance to blind Changes stats: +2 Mag Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Changes damage: +4% acid / +15% light / +5% lightning / +5% cold / +5% fire / +9% mind / +15% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
restful gold amulet of cunning (+4) restful gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun Life regen: +3.00 Amulets make your neck look great! |
Voromina VorominaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes resistances: +10% mind Changes damage: +10% mind Stamina each turn: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
savior's copper ring of power =yeahboyy= savior's copper ring of power =yeahboyy=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower: +6 (+6 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. elm vilestaff 'Jetoracle' (100% power, 2 apr, blight element)elm vilestaff 'Jetoracle' (100% power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +10% blight / +18% cold / +15% darkness / +6% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (118% power, 2 apr)steel battleaxe (118% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Getyroldil (100% power, 2 apr)Getyroldil (100% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 100% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +10 acid / +9 nature When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 4 mind Changes stats: +2 Str / +4 Dex / +5 Cun Changes resistances penetration: +7% acid / +7% nature Reduces incoming crit damage: 15.00% Mental save: +9 (+5 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Brandreign' (111% power, 3 apr)steel waraxe 'Brandreign' (111% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (radius 2) on crit: +16 acid When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% acid Changes damage: +15% fire Mental crit. chance: +4% One-handed war axes. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. Kilncast the ash longbowKilncast the ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +20 fire When wielded/worn: Physical power: +11 (+3 eff.) Defense: +20 (+7 eff.) Changes stats: +5 Str Changes resistances: +9% acid / +2% physical / +12% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather sling of firecured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +6 fire When wielded/worn: Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. flaming quiver of ash arrows of accuracy (20/20, 120% power, 7 apr)flaming quiver of ash arrows of accuracy (20/20, 120% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Damage (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour)cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% A suit of armour made of leather. |
steel plate armour of the deep (0 def, 11 armour) =h20= steel plate armour of the deep (0 def, 11 armour) =h20=Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Magmaminister MagmaministerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 2 fire Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +12% mind / +3% fire Trap disarming bonus: +8 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Rhidan the rough leather beltRhidan the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +15% acid / +6% cold / +3% darkness Changes resistances penetration: +25% acid Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Samorobar' rough leather belt 'Samorobar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Con Changes resistances: +6% lightning / +6% temporal Knockback immunity: +20% Maximum stamina: +10.00 A belt that goes around your waist. |
rough leather belt 'Unlightlace' =bigboi= rough leather belt 'Unlightlace' =bigboi=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% acid / +15% cold Changes resistances penetration: +10% darkness Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of the mysticrough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
Hanekalthorath (6 def, 4 armour) Hanekalthorath (6 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +1 Cun / +2 Dex Cut immunity: +20% Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ragiromitar' (6 def, 0 armour) linen cloak 'Ragiromitar' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Defense: +6 (+2 eff.) Changes resistances: +10% light / +11% fire Reduces incoming crit damage: 5.00% Stealth bonus: +6 Blindness immunity: +20% Disarm immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of hardened leather boots of evasion (6 def, 3 armour) grounding pair of hardened leather boots of evasion (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes resistances: +10% lightning / +7% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Adeba (0 def, 8 armour) Adeba (0 def, 8 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +20 (+6 eff.) Armour: +8 Changes damage: +24% physical Physical save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adeta (0 def, 2 armour) Adeta (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes stats: +2 Dex / +2 Mag / +2 Con Changes resistances: +6% nature Changes damage: +3% nature / +12% acid See invisible: +12 When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +5 nature 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. Darkterror the hardened leather gloves (0 def, 2 armour)Darkterror the hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Effects when hit in melee: * 20 arcane resource burn Damage when hit (Melee): 6 acid Changes resistances: +3% acid Changes resistances penetration: +10% nature Changes damage: +21% acid Spell save: +12 (+4 eff.) When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 21 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sootquell (0 def, 2 armour) Sootquell (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Damage when hit (Melee): 2 cold Changes resistances: +7% acid / +12% mind / +6% darkness Changes resistances penetration: +10% mind Changes damage: +5% acid / +15% darkness When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rimemaster the iron gauntlets (0 def, 1 armour) Rimemaster the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes stats: +2 Dex Critical mult.: +5.00% When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Balidin the dwarven-steel gauntlets (0 def, 6 armour) Balidin the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Fatigue: +3% Changes stats: +3 Str Changes resistances penetration: +15% arcane Changes damage: +6% arcane Mental save: +12 (+6 eff.) Mana when firing critical spell: +1.00 Damage Shield penetration: +20% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Delerion the dwarven-steel gauntlets (0 def, 6 armour) Delerion the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Armour: +6 Fatigue: +3% Damage (Melee): 6 acid Changes stats: +1 Con Changes resistances: +5% blight / +6% acid Changes damage: +3% acid Physical save: +6 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 10% chance to slow global speed by 46% * 12% chance to reduce armor by 15% Damage (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Chamidunadin' (1 def, 0 armour)linen wizard hat 'Chamidunadin' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% acid Changes resistances penetration: +25% mind Changes damage: +11% acid Psi when hit: +0.12 Maximum hate: +4.00 Mindpower: +15 (+8 eff.) A pointy cloth hat, very wizardly... |
Getyromidar (26 def, 0 armour) =def?= Getyromidar (26 def, 0 armour) =def?=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +26 (+9 eff.) Changes stats: +1 Cun / +2 Con Changes resistances: +6% fire / +6% cold A pointy cloth hat, very wizardly... |
Brodayon (0 def, 7 armour) Brodayon (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +7 Fatigue: +5% Changes resistances: +3% acid Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
2 aquamarine 2 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet 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. |
330 alchemist agate 330 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Shiverfame (dig speed 36 turns) Shiverfame (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 15% Damage when hit (Melee): 10 acid Changes stats: +1 Str Changes resistances: +10% nature / +3% cold Changes resistances penetration: +5% cold Changes damage: +6% nature / +6% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Abysswing' (dig speed 29 turns) iron pickaxe 'Abysswing' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Damage when hit (Melee): 2 fire Changes stats: +1 Str / +5 Con Changes damage: +3% physical Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Hokan the iron torque of gale force [power 105] (6/15 cooldown) Hokan the iron torque of gale force [power 105] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Mag Maximum psi: +10.00 Mindpower: +30 (+14 eff.) Light radius: +2 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Galeweeper [power 165] (6/15 cooldown)Galeweeper [power 165] (6/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 8 lightning Changes resistances: +3% fire Changes resistances penetration: +15% lightning Changes damage: +18% lightning It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of summon tentacle [power 95] (6/25 cooldown) extending elm totem of summon tentacle [power 95] (6/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 195 Base Damage: 101 Armor: 2 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of conjuration [power 150] (6/15 cooldown) evasive ash wand of conjuration [power 150] (6/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 150 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radianceweeper [power 230] (6/20 cooldown) Radianceweeper [power 230] (6/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light / 2 fire Changes resistances: +3% light Changes resistances penetration: +10% light Light radius: +3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By TKM the Cornac Brawler level 13
7th Flare 122nd year of Ascendancy at 06:23 see stats
By TKM the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 07:34 see stats
By TKM the Cornac Brawler level 20
28th Regrowth 123rd year of Ascendancy at 23:39 see stats
By TKM the Cornac Brawler level 19
27th Regrowth 123rd year of Ascendancy at 21:19 see stats
By TKM the Cornac Brawler level 20
29th Regrowth 123rd year of Ascendancy at 01:21 see stats
By TKM the Cornac Brawler level 12
10th Mirth 122nd year of Ascendancy at 22:04 see stats
By TKM the Cornac Brawler level 18
6th Regrowth 123rd year of Ascendancy at 13:20 see stats
By TKM the Cornac Brawler level 16
16th Haze 122nd year of Ascendancy at 18:55 see stats
Log
TKM hits Poruriawe the giant blue ant for (11 flat reduction), 29 physical, (2 flat reduction), 0 lightning, (3 flat reduction), 0 lightning (29 total damage).
Poruriawe the giant blue ant prepares to block incoming attacks.
TKM stops being poisoned.
Grappling hits Poruriawe the giant blue ant for (3 flat reduction), 0 physical (0 total damage).
Imploding (slow) from Poruriawe the giant blue ant hits TKM for 42 physical damage.
Poruriawe the giant blue ant throws two quick punches.
Poruriawe the giant blue ant uses Quick as Thought.
Grappling hits Poruriawe the giant blue ant for (7 flat reduction), 0 physical, (8 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Poruriawe the giant blue ant for (4 flat reduction), 0 blight, (0 flat reduction), 0 mind, (4 flat reduction), 0 blight, (0 flat reduction), 0 mind (0 total damage).
Poruriawe the giant blue ant hits TKM for 109 physical, 121 physical (231 total damage).
Grappled from TKM hits Poruriawe the giant blue ant for (11 flat reduction), 7 physical (7 total damage).
TKM shakes free of the telekinetic binding
TKM shakes off the crushing forces.
TKM is not stunned anymore.
TKM has recovered!
Talent Double Strike is ready to use.
Talent Dig is ready to use.
TKM performs a melee critical strike against Poruriawe the giant blue ant!
Poruriawe the giant blue ant performs a melee critical strike against TKM!
Melee retaliation hits Poruriawe the giant blue ant for (10 flat reduction), 0 blight, (1 flat reduction), 0 mind (0 total damage).
TKM hits Poruriawe the giant blue ant for (11 flat reduction), 81 physical, (5 flat reduction), 0 lightning, (8 flat reduction), 0 lightning (81 total damage).
Grappling hits Poruriawe the giant blue ant for (11 flat reduction), 10 physical (10 total damage).
Poruriawe the giant blue ant hits TKM for 136 physical damage.
Grappled from TKM hits Poruriawe the giant blue ant for (11 flat reduction), 32 physical (32 total damage).
Poruriawe the giant blue ant performs a melee critical strike against TKM!
Grappling hits Poruriawe the giant blue ant for (11 flat reduction), 11 physical (11 total damage).
Melee retaliation hits Poruriawe the giant blue ant for (10 flat reduction), 0 blight, (2 flat reduction), 0 mind (0 total damage).
Poruriawe the giant blue ant hits TKM for 144 physical damage.
TKM the level 20 cornac brawler was swiped to death by Poruriawe the giant blue ant on level 2 of Old Forest.