
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.5.0Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Inferno Race Pack 1.4.0Adds a collection of my races. Guaranteed Sludgenest and Dogroth Caldera 1.5.0Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met. Warzone Challenge 1.4.8Quintuple's the enemy count in all zones, but randomizes the factions of all additional enemies spawnt. This includes towns. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Embers of Rage 1.5.0Official 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:
Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Ashes of Urh'Rok 1.5.0Official 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:
Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. The Ruined 1.4.9Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Additional Randart Properties 1.4.9 Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ancient |
Class | Marauder |
Level / Exp | 68 / 42% |
Size | huge |
Lifes / Deaths | Killed by shadow at level 68 on the 24th Haze 122nd year of Ascendancy at 07:42 / 1 |
Primary Stats
Strength | 170 (base 60) |
Dexterity | 117 (base 60) |
Constitution | 71 (base 10) |
Magic | 53 (base 29) |
Willpower | 62 (base 10) |
Cunning | 119 (base 78) |
Resources
Life | -85/2084 |
Mana | 554/762 |
Stamina | 117/351 |
Healing Factor | 2.0496680497925 |
Regeneration | 47.35048556158 |
Speed
Mental | +23.102561026631% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 285 |
Accuracy | 86 |
Crit Chance | 177% |
APR | 137 |
Speed | 0.81 |
Offense: Offhand
Damage | 181 |
Accuracy | 86 |
Crit Chance | 182% |
APR | 140 |
Speed | 0.81 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 82% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 94% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | -13.653446696212 (30%) |
Defense | 66 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | -31 |
Mental Save | 42 |
Defense: Resistances
All | + 31%( 82%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Stun Resistance | 9% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 15.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 675 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 6/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 6/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Undead / Ancient | 1.10 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Total Thuggery |
detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 169.24 physical and 169.24 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 9.15, and stamina regeneration by 1.83. Bloodbath |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is unable to teleport and takes 396.93 temporal and 396.93 physical damage if they try. Dimensional Anchor |
detrimental effect | The target's armour and saves are broken, reducing them by 76. Sunder Armour |
beneficial effect | The target is recovering 38 life each turn. Recovery |
detrimental effect | The target is taking 63% of all damage dealt to other braided targets. Braided |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | Parrying melee and ranged attacks: Has a 76% chance to deflect up to 42 damage from the next 2.1 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost anorithil from death by Zubyribeth the weaver young. Escort: lost anorithil (level 4 of Old Forest) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 62% of the way to your next Rank. You have killed: 44 Uniques 13 Bosses 5 Elite Bosses 4 Veterans 5 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive 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 within98 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | Aerewe (0 def, 14 armour) Aerewe (0 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -15% Damage when hit (Melee): 4 blight Changes stats: +17 Str / +8 Dex / +17 Con / +15 Lck Changes resistances penetration: +15% arcane Changes damage: +15% blight / +18% physical / +27% arcane Stealth bonus: +13 Stamina each turn: +1.00 Maximum life: +110.00 Infravision radius: +3 Movement speed: +20% Size category: +2 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. |
Light source | Adavea the alchemist's lamp Adavea the alchemist's lampPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +14% temporal / +15% cold Reduces incoming crit damage: 15.00% Blindness immunity: +15% Cut immunity: +5% Confusion immunity: +5% Maximum life: +83.00 Light radius: +3 Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +28% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Silawe the drakeskin leather cap (16 def, 23 armour) Silawe the drakeskin leather cap (16 def, 23 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +23 Defense: +16 (+4 eff.) Fatigue: +5% Changes stats: +16 Str / +14 Dex / +7 Wil / +5 Cun Changes resistances: +15% physical / +14% cold / +15% fire / +15% mind / +14% all Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +55 (+16 eff.) Mental save: +9 (+3 eff.) Mindpower: +6 (+1 eff.) Skullcracker multiplicator: +3 Talent on hit(mindpower): Acidbeam (5% chance level 1). A cap made of leather. |
On hands | Arann the Obsidianknight (0 def, 3 armour) Arann the Obsidianknight (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +12 Physical crit. chance: +18.0% Physical power: +19 (+3 eff.) Armour: +3 Damage (Melee): 9 acid / 15 blight / 9 fire / 9 lightning / 10 cold Changes stats: +4 Str / +12 Dex / +6 Mag / +4 Wil / +9 Cun Changes resistances: +10% blight / +3% darkness Changes damage: +10% blight Critical mult.: +13.00% Life regen: +5.80 Stamina each turn: +1.00 Psi each turn: +0.40 Spell crit. chance: +18% Mental crit. chance: +18% Infravision radius: +2 Life leech chance: +16% Life leech: +10% When used to modify unarmed attacks: Base power: 48.5 - 67.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +24 Crit. chance: +35.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +17 ice / +26 acid / +29 fire / +4 nature / +17 lightning Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +14 blight It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Xanatha the dwarven-steel pickaxe (dig speed 10 turns) Xanatha the dwarven-steel pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +20.0% Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +14 Str / +14 Wil Changes resistances: +7% physical Changes resistances penetration: +10% arcane Changes damage: +6% blight Spell save: +9 (+9 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Mental crit. chance: +16% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bedragrim BedragrimPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +14 Physical power: +27 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +10 Str / +3 Cun / +9 Con Changes resistances: +32% lightning / +36% fire Changes damage: +16% lightning / +18% fire Critical mult.: +20.00% Mental save: +9 (+3 eff.) Life regen: +2.00 Maximum life: +96.00 Maximum psi: +10.00 Spellpower: +15 (+4 eff.) Mindpower: +21 (+5 eff.) Healing mod.: +28% 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 5 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 159% 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 can have magical properties. |
On fingers | stralite ring 'Treeshaper' stralite ring 'Treeshaper'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Physical power: +9 (+2 eff.) Defense: +13 (+3 eff.) Fatigue: -5% Changes stats: +8 Str / +7 Con Changes resistances: +6% nature Changes resistances penetration: +5% nature / +25% mind Changes damage: +3% nature Critical mult.: +10.00% Maximum encumbrance: +24 Mental save: +10 (+3 eff.) Life regen: +1.40 Maximum life: +86.00 Healing mod.: +20% 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 5 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 159% 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 can have magical properties. |
Around neck | savior's copper amulet of murder savior's copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Critical mult.: +12.00% Physical save: +12 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+4 eff.) Amulets can have magical properties. |
In main hand | Elivena the Furnacedeath (44-61.6 power, 6 apr) Elivena the Furnacedeath (44-61.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 temporal / +15 darkness / +20 nature Burst (radius 2) on crit: +8 fire Damage against: +16% Living When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Changes stats: +6 Str / +1 Dex / +4 Cun / +4 Lck Changes resistances: +17% all Changes resistances penetration: +29% nature Changes damage: +13% physical / +3% fire Grants telepathy: Dragon Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Stamina when hit: +2.10 Sharp, long, and deadly. |
Around waist | Elenichik ElenichikPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -7% Changes stats: +5 Dex / +6 Mag / +9 Wil / +5 Cun Changes resistances: +10% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Maximum encumbrance: +44 Mental save: +13 (+4 eff.) Psi when firing a critical mind attack: +5.00 Maximum hate: +8.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +15% Infravision radius: +2 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | truestriking voratun dagger of shearing (37.5-48.75 power, 9 apr) truestriking voratun dagger of shearing (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 Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Changes damage: +9% physical Sharp, short and deadly. |
Cloak | Anaduleg the Rotspitter (2 def, 0 armour) Anaduleg the Rotspitter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +7% acid / +8% lightning / +13% blight / +7% cold / +12% nature / +8% fire Changes damage: +18% nature / +15% temporal Talent mastery: +0.30 Technique / Combat training Spell save: -19 (-19 eff.) Life regen: +1.50 Stamina each turn: +0.90 Mana each turn: -0.21 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hettygrim the Stormknave (37 def, 16 armour) Hettygrim the Stormknave (37 def, 16 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +12.0% Physical power: +19 (+3 eff.) Armour: +16 Defense: +37 (+9 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage (Melee): 19 acid / 16 fire Damage when hit (Melee): 11 acid / 14 fire / 4 lightning Changes stats: +16 Str / +7 Dex / +8 Mag / +9 Wil / +6 Cun Changes resistances: +30% acid / +3% temporal / +9% darkness / +30% fire / +44% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning Physical save: +18 (+6 eff.) Mental save: +23 (+8 eff.) Stamina each turn: +1.30 Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Mindpower: +22 (+5 eff.) Mental crit. chance: +6% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 253 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and 1 poison 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 ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Xuta' (34.5-44.85 power, 7 apr)dwarven-steel dagger 'Xuta' (34.5-44.85 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 34.5 - 44.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Hateful Whisper (5% chance level 1). On weapon hit: * Random elemental explosion Damage (Melee): +16 cold Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +24 Physical crit. chance: +9.0% Damage when hit (Melee): 8 physical Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances penetration: +11% acid / +17% physical / +11% cold / +11% fire / +10% lightning Critical mult.: +13.00% Physical save: +6 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel dagger of ruin (11.5-14.95 power, 6 apr)quick steel dagger of ruin (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Changes stats: +4 Dex Critical mult.: +12.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of shearing (12.5-16.25 power, 6 apr)steel dagger of shearing (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Changes resistances penetration: +7% physical Changes damage: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Dusksever (25-30 power, 5 apr, blight element)Dusksever (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Armour: +21 Armour Hardiness: +10% Defense: +11 (+3 eff.) Damage when hit (Melee): 12 blight Changes stats: +9 Mag / +7 Cun / +14 Con Changes resistances: +9% darkness Maximum wards: +3 blight Changes resistances penetration: +5% light Changes damage: +25% blight / +3% darkness Talents granted: +1 Command Staff +4 Ward Critical mult.: +39.00% Physical save: +10 (+3 eff.) Life regen: +1.30 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +44.00 Maximum pos.energy: +5.00 Maximum neg.energy: +49.00 Spellpower: +39 (+10 eff.) Spell crit. chance: +16% Casting speed: +14% Healing mod.: +18% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Paradox regeneration: -4.00 Talent on hit(spell): Dust to Dust (5% chance level 2). It can be used to unleash an elemental blastwave, dealing 23.13 to 27.76 blight damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Velevea' (25-30 power, 5 apr, arcane element)elven-wood magestaff 'Velevea' (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Lifesteal (this weapon only): +3% When wielded/worn: Physical crit. chance: +9.0% Defense: +13 (+3 eff.) Effects on melee hit: * 33% chance to corrode armour by 30% * 10% chance to blind Damage (Melee): 31 fire Changes stats: +3 Dex / +5 Mag / +5 Wil / +4 Lck Changes damage: +6% acid / +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Critical mult.: +52.00% Reduces incoming crit damage: 10.00% Maximum mana: +90.00 Spellpower: +60 (+14 eff.) Spell crit. chance: +4% Light radius: +5 See invisible: +19 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 27.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's ash magestaff of breaching (15-18 power, 3 apr, fire element)magelord's ash magestaff of breaching (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 27 arcane Changes resistances penetration: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short ash starstaff (15-18 power, 3 apr, darkness element)magewarrior's short ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +13 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of fog (10 def, 0 armour)cashmere cloak of fog (10 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +19% light / +16% fire Stealth bonus: +11 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. heroic normal tauntlets of advanced blocking (0 def, 9 armour)heroic normal tauntlets of advanced blocking (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Talent granted: +3 Block Mental save: +11 (+4 eff.) Maximum life: +64.00 Tauntlets behave like a shield, and allow you to block attacks. 49 block power. When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 80% Con, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Block (15% chance level 1). A turtle shell fit with a simple strap. It covers the entire forearm. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of alacrity (3 def, 6 armour)spiked hardened leather armour of alacrity (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Cuthohad the Gloomnaught (17/17, 66-92.4 power, 43 apr)Cuthohad the Gloomnaught (17/17, 66-92.4 power, 43 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 66.0 - 92.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +43 Crit. chance: +55.0% Capacity: 17 On weapon hit: * 43% chance to inflict 15% damage reduction * 43% chance to corrode armour by 30% On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +35 lightning / +14 temporal / +8 darkness / +4 acid / +60 insidious poison / +18 nature Burst (radius 1) on hit: +12 darkness / +4 acid Burst (radius 2) on crit: +15 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Toxinqueller (22/22, 44-61.6 power, 10 apr)Toxinqueller (22/22, 44-61.6 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 40 arcane resource burn * Slows global speed by 60% Damage (Ranged): +20 nature Burst (radius 1) on hit: +8 nature / +16 acid Burst (radius 2) on crit: +12 nature / +28 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of annihilation (17/17, 56-78.4 power, 29 apr)barbed quiver of elven-wood arrows of annihilation (17/17, 56-78.4 power, 29 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 56.0 - 78.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +17.5% Capacity: 17 On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Travel speed: +200% Damage (Ranged): +26 bleed Arrows are used with bows to pierce your foes to death. |
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. |
This item will automatically be transmogrified when you leave the level. Gorador the Splendouroblivion (21/21, 42-50.4 power, 3 apr)Gorador the Splendouroblivion (21/21, 42-50.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 When this weapon hits: Blood Grasp (10% chance level 1). On weapon hit: * 40% chance to blind * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target * 10% chance to crush the target * 20% chance to curse the target Damage (Ranged): +25 lightning / +42 darkness / +14 gravity / +33 blight / +28 mind Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +8 light Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Plaguepierce (17/17, 56-67.2 power, 26 apr)Plaguepierce (17/17, 56-67.2 power, 26 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 56.0 - 67.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +26 Crit. chance: +38.0% Capacity: 17 When this weapon hits: Oozebeam (5% chance level 1). On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +14 lightning / +12 cold / +16 arcane / +8 blight Burst (radius 1) on hit: +18 fire Burst (radius 2) on crit: +8 nature / +4 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots (22/22, 31.5-37.8 power, 3 apr)plaguebringer's pouch of dwarven-steel shots (22/22, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 11% chance to disease Damage (Ranged): +14 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. rushing ash totem of thorny skin [power 33] (20 cooldown)rushing ash totem of thorny skin [power 33] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. ash wand of clairvoyance 'Willownigh' [power 10] (6 cooldown)ash wand of clairvoyance 'Willownigh' [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 30 nature Changes resistances: +6% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +6% nature Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 Talent on hit(nature): Oozebeam (15% chance level 1). Talent on hit(mindpower): Poisonous Spores (15% chance level 1). It can be used to reveal the area around you, dispelling darkness (radius 10, power 65 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Insane Techneques the Ancient Marauder level 21
7th Dusk 122nd year of Ascendancy at 18:16 see stats
By Insane Techneques the Ancient Marauder level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Insane Techneques the Ancient Marauder level 20
9th Mirth 122nd year of Ascendancy at 06:47 see stats
By Insane Techneques the Ancient Marauder level 30
27th Dusk 122nd year of Ascendancy at 17:30 see stats
By Insane Techneques the Ancient Marauder level 40
40th Dusk 122nd year of Ascendancy at 10:03 see stats
By Insane Techneques the Ancient Marauder level 50
21st Haze 122nd year of Ascendancy at 16:59 see stats
By Insane Techneques the Ancient Marauder level 62
23rd Haze 122nd year of Ascendancy at 11:54 see stats
By Insane Techneques the Ancient Marauder level 49
21st Haze 122nd year of Ascendancy at 10:21 see stats
By Insane Techneques the Ancient Marauder level 13
3rd Mirth 122nd year of Ascendancy at 19:37 see stats
By Insane Techneques the Ancient Marauder level 61
23rd Haze 122nd year of Ascendancy at 05:31 see stats
By Insane Techneques the Ancient Marauder level 40
40th Dusk 122nd year of Ascendancy at 17:17 see stats
Log
Shadow casts Fade.
Shadow fades!
Insane Techneques's beneficial effect was stripped!
Insane Techneques revels in the spilt blood and grows stronger!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques's blood frenzy intensifies!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques's blood frenzy intensifies!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques's blood frenzy intensifies!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques uses Cripple.
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Silirith the radiant horror is crippled.
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Insane Techneques performs a melee critical strike against Silirith the radiant horror!
Silirith the radiant horror HEALS from fire damage!
Silirith the radiant horror damages Shadow through the Braid!
Insane Techneques leeches life from Glorutira the devourer!
Insane Techneques leeches life from Shadow!
Insane Techneques is unstoppable!
Insane Techneques leeches life from Silirith the radiant horror!
Silirith the radiant horror hits Shadow for 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided , 1 braided (16 total damage).
Silirith the radiant horror hits Insane Techneques for (2 refused), 0 physical, (2 refused), 0 fire, 2 physical, 2 fire, 2 physical, 2 fire, 2 physical, 2 fire, 2 physical, 2 fire, 2 physical, 2 fire, 1 physical, 1 fire, 1 physical, 1 fire, 1 physical, 1 fire (26 total damage).
Insane Techneques hits Glorutira the devourer for 2 fire, 2 fire, 50 lightning, 43 fire, 2 fire, 50 lightning, 43 fire, 3 blight, 43 fire, 2 fire, 43 fire (282 total damage).
Insane Techneques hits Shadow for 0 fire, 0 fire, 0 lightning, 0 fire, 0 fire, 0 lightning, 0 fire, 0 blight, 0 fire, 0 fire, 0 fire (0 total damage).
Insane Techneques hits Shadow for 3 fire, 3 fire, 73 lightning, 66 fire, 3 fire, 73 lightning, 66 fire, 0 darkness, 6 blight, 66 fire, 3 fire, 66 fire (428 total damage).
Insane Techneques hits Silirith the radiant horror for 293 arcane, 5 temporal, 5 darkness, 6 nature, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 2 healing, 201 physical, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 267 arcane, 5 temporal, 5 darkness, 6 nature, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 2 healing, 46 lightning, 180 physical, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 42 healing, 361 physical, 4 cold, 3 acid, 1 nature, 0 fire, 7 healing, 5 lightning, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 540 arcane, 5 temporal, 5 darkness, 6 nature, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 2 healing, 46 lightning, 453 physical, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 42 healing, 1 darkness, 3 blight, 0 fire, 42 healing, 265 arcane, 5 temporal, 5 darkness, 6 nature, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 2 healing, 209 physical, 2 lightning, 0 fire, 6 healing, 3 acid, 3 blight, 2 cold, 0 fire, 42 healing (3037 total damage) [234 healing].
Saving game...