











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Shadowblade |
Level / Exp | 17 / 2% |
Size | big |
Lifes / Deaths | Killed by Vorita the slumbering honey tree at level 17 on the 57th Haze 122nd year of Ascendancy at 16:14 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 33 (base 25) |
Constitution | 25 (base 15) |
Magic | 26 (base 24) |
Willpower | 17 (base 10) |
Cunning | 47 (base 33) |
Resources
Life | -22/539 |
Mana | 131/231 |
Stamina | 118/166 |
Healing Factor | 1.2245178243369 |
Regeneration | 7.4083328372383 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 32.679862542722 |
Offense: Mainhand
Damage | 42 |
Accuracy | 43 |
Crit Chance | 45% |
APR | 50 |
Speed | 0.90 |
Offense: Offhand
Damage | 23 |
Accuracy | 43 |
Crit Chance | 35% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Nature | +11% |
Cold | +13% |
Lightning | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 2 (55.65183292883%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 20 |
Mental Save | 29 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 36%( 70%) |
Cold | + 34%( 70%) |
All | + 13%( 70%) |
Darkness | + 25%( 70%) |
Light | + 23%( 70%) |
Mind | + 21%( 70%) |
Fire | + 21%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 34% |
Blind Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 202 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 77 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() Urehek (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes resistances: +9%(-) fire / +5%(-) cold Life regen: +4.00 (-) Maximum life: +20.00 (-) A pair of boots made of leather. |
Light source | ![]() Betoyamira the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +1(-) Dex / +1(-) Con Changes resistances: +6%(-) mind Changes damage: +3%(-) mind Stamina each turn: +1.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() linen wizard hat 'Armykalthohad' (11 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +3 (-) Defense: +11 (+3 eff.) (-) Changes stats: +4(-) Cun / +2(-) Con Mental save: +6 (+3 eff.) (-) Psi when hit: +0.12 (-) A pointy cloth hat, very wizardly... |
On hands | ![]() rough leather gloves of war-making (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% (-) Armour: +1 (-) Critical mult.: +5.00% (-) Spell crit. chance: +6% (-) Mental crit. chance: +6% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Eye of the Dreaming One Infused 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 (+2 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 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. |
On fingers | ![]() titan's copper ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Armour penetration: +8 (-) Defense: +8 (+2 eff.) (-) Changes stats: +3(-) Con Physical save: +6 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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 make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() treant's copper ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) (+1 (+0 eff.)) Armour penetration: +8 (-) Defense: +8 (+2 eff.) (-) Changes stats: +0(-3) Con Changes resistances: +5% nature / +6% blight Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +12% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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 make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() copper amulet 'Airmaster' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +21%(-) acid / +11%(-) light / +11%(-) darkness / +3%(-) mind Changes damage: +3%(-) lightning Blindness immunity: +22% (-) Amulets make your neck look great! |
In main hand | ![]() Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (-) Crit. chance: +15.0% (-) Attack speed: 111% (-) On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% (-) Defense: +15 (+5 eff.) (-) Changes stats: +8(-) Cun / +8(-) Dex Talents granted: +1.00(-) Dagger Block Physical save: +15 (+8 eff.) (-) Disarm immunity: +50% (-) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
Around waist | ![]() Emakira the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +4 (+2 eff.) (-) Damage when hit (Melee): 4(-) blight Changes stats: +3(-) Wil Changes damage: +9%(-) acid Critical mult.: +16.00% (-) Reduces incoming crit damage: 5.00% (-) A belt that goes around your waist. |
In off hand | ![]() truestriking steel dagger (104% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% (-24%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-14) Crit. chance: +5.0% (-10.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Changes resistances penetration: +7% physical Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() Salowe the Floevile (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances penetration: +5%(-) cold Reduces incoming crit damage: 15.00% (-) Confusion immunity: +10% (-) Maximum life: +33.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() woollen robe 'Hanithad' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Changes stats: +1(-) Wil / +4(-) Con Changes resistances: +20%(-) blight / +19%(-) cold / +3%(-) darkness / +9%(-) all Changes damage: +11%(-) nature / +13%(-) cold Poison immunity: +22% (-) Disease immunity: +28% (-) Life regen: +1.80 (-) Maximum life: +48.00 (-) Healing mod.: +10% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 550% 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. |
![]() This item will automatically be transmogrified when you leave the level. Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-21%) acid / +0%(-11%) light / +0%(-11%) darkness / +0%(-3%) mind Changes damage: +0%(-3%) lightning Blindness immunity: +0% (-22%) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +0%(-21%) acid / +0%(-11%) light / +0%(-11%) darkness / +0%(-3%) mind Changes damage: +0%(-3%) lightning Blindness immunity: +0% (-22%) Amulets make your neck look great! |
![]() Rhidudin the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Damage when hit (Melee): 6 arcane Changes stats: +0(-3) Con Changes resistances: +6% acid / +22% cold / +3% nature Changes resistances penetration: +5% mind Changes damage: +11% cold Physical save: +6 (+3 eff.) (-) Spell crit. chance: +4% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of the mountain (+10%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Changes stats: +0(-3) Con Changes resistances: +10% physical Changes damage: +10% physical Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-4 (-1 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Changes stats: +2 Dex / +0(-3) Con Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-2 (-1 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Changes stats: +3 Dex / +0(-3) Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: -5% Changes stats: +0(-3) Con Maximum encumbrance: +21 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() ash starstaff 'Zanykalthokan' (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% (-18%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 (-17) Crit. chance: +3.0% (-12.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Armour: +6 Armour Hardiness: +0% (-20%) Defense: +7 (+3 eff.) (-8 (-2 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Maximum wards: +3 fire Changes damage: +15% fire Talents granted: +1 Command Staff +0(+-1) Dagger Block +2 Ward Critical mult.: +10.00% Physical save: +6 (+3 eff.) (-9 (-5 eff.)) Disarm immunity: +0% (-50%) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. thought-forged iron battleaxe (107% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 107% (-22%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-19) Crit. chance: +4.5% (-10.5%) Attack speed: 100% (-11%) On weapon hit: * 16% chance to reduce all saves and defense by 19 On weapon crit: - Breaks enemy weapon. Damage (Melee): +9 mind When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Dex / +3 Wil / +2(-6) Cun Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. flaming iron greatsword (115% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% (-14%) Range: 1.6x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-19) Crit. chance: +2.5% (-12.5%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. Damage (radius 1) on hit: +7 fire When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% (+32%) Range: 1.6x (+0.3x) Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 (-11) Crit. chance: +9.0% (-6.0%) Attack speed: 100% (-11%) On weapon hit: + 9% chance to stun or confuse the target On weapon crit: - Breaks enemy weapon. Damage (Melee): +49 light / +49 darkness When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Gyta the Healjeer (104% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% (-24%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-18) Crit. chance: +2.5% (-12.5%) Attack speed: 100% (-11%) On weapon hit: * 20% chance to slow global speed by 44% On weapon crit: - Breaks enemy weapon. Damage (Melee): +4 temporal Damage (radius 1) on hit: +6 fire When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. Radhyfang (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-29%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. Damage (Melee): +6 nature When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +2(-6) Cun / +3(-5) Dex Changes resistances: +3% mind Changes damage: +9% mind Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Infravision radius: +2 Sharp, short and deadly. Tap to cycle through comparison choices |
![]() arcing iron dagger of paradox (98% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% (-30%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 47 damage On weapon crit: - Breaks enemy weapon. Damage (Melee): +6 temporal When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Changes resistances: +6% temporal Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. flaming iron dagger (97% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% (-32%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. Damage (radius 1) on hit: +6 fire When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger (98% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% (-30%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger (100% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-29%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron dagger of erosion (101% power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% (-28%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +4.0% (-11.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. Damage (Melee): +6 nature When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Cun / +0(-8) Dex Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger 'Eilinavena' (119% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 120% (-9%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-14) Crit. chance: +5.0% (-10.0%) Attack speed: 100% (-11%) On weapon hit: * 7% chance to slow global speed by 44% On weapon crit: - Breaks enemy weapon. When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +1 Str / +2(-6) Dex / +1(-7) Cun Changes resistances: +8% acid / +8% lightning / +8% cold / +7% fire / +3% all Talent granted: +0(+-1) Dagger Block Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +5 (+2 eff.) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger of persecution (103% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% (-25%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-14) Crit. chance: +5.0% (-10.0%) Attack speed: 100% (-11%) On weapon crit: - Breaks enemy weapon. Damage against: +8% Unnatural When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Dex / +1 Wil / +0(-8) Cun Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Unrarin (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-54%) Range: 1.1x (-0.2x) 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: +12 (-8) Crit. chance: +2.5% (-12.5%) Attack speed: 100% (-11%) On weapon hit: * 10 arcane resource burn On weapon crit: - Breaks enemy weapon. When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Dex / +0(-8) Cun / +1 Con Changes resistances: +3% blight / +6% temporal / +6% light Changes resistances penetration: +15% mind Changes damage: +3% nature Talents granted: +1 Attune Mindstar +0(+-1) Dagger Block Reduces incoming crit damage: 5.00% Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disease immunity: +11% Disarm immunity: +0% (-50%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Velydalle the Noonfury Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-20) Crit. chance: +0.0% (-15.0%) Attack speed: 100% (-11%) Firing range: +6 On weapon crit: - Breaks enemy weapon. Damage (Ranged): +4 light Damage (radius 1) on hit: +4 darkness When wielded/worn: Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +0(-8) Dex / +0(-8) Cun / +3 Con Changes resistances: +3% light Changes resistances penetration: +15% mind Changes damage: +6% light Talent mastery: +0.15 Wild-gift / Fungus Talent granted: +0(+-1) Dagger Block Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Disarm immunity: +0% (-50%) Light radius: +3 It can be used to regenerate 90 life over 5 turns Activation puts all charms on cooldown for 17 turns. Longbows are used to shoot arrows at your foes. |
![]() deadly pouch of iron shots of accuracy (20/20, 118% power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 119% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
![]() rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-1) Wil / +0(-4) Con Changes resistances: +0%(-20%) blight / +0%(-19%) cold / +0%(-3%) darkness / +0%(-9%) all Changes damage: +0%(-11%) nature / +0%(-13%) cold Poison immunity: +0% (-22%) Disease immunity: +0% (-28%) Life regen: +0.00 (-1.80) Maximum life: +0.00 (-48.00) Healing mod.: +0% (-10%) A suit of armour made of leather. |
![]() rough leather armour 'Dairavon' (8 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +1 Str / +0(-1) Wil / +0(-4) Con Changes resistances: +16% lightning / +0%(-3%) darkness / +0%(-20%) blight / +0%(-19%) cold / +0%(-9%) all Changes damage: +0%(-11%) nature / +0%(-13%) cold Critical mult.: +5.00% Poison immunity: +0% (-22%) Disease immunity: +0% (-28%) Life regen: +0.00 (-1.80) Maximum life: +0.00 (-48.00) Healing mod.: +0% (-10%) A suit of armour made of leather. |
![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-1) Wil / +4(-) Con Changes resistances: +0%(-20%) blight / +0%(-19%) cold / +0%(-3%) darkness / +0%(-9%) all Changes damage: +0%(-11%) nature / +0%(-13%) cold Talent mastery: -0.20 Cunning / Stealth Poison immunity: +0% (-22%) Disease immunity: +0% (-28%) Life regen: +0.00 (-1.80) Maximum life: +40.00 (-8.00) Infravision radius: +3 Healing mod.: +0% (-10%) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-1) Wil / +0(-4) Con Changes resistances: +0%(-20%) blight / +16%(-3%) cold / +0%(-3%) darkness / +0%(-9%) all Changes damage: +0%(-11%) nature / +0%(-13%) cold Poison immunity: +0% (-22%) Disease immunity: +0% (-28%) Life regen: +0.00 (-1.80) Maximum life: +0.00 (-48.00) Healing mod.: +0% (-10%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-1) Wil / +0(-4) Con Changes resistances: +18% lightning / +0%(-3%) darkness / +10%(-10%) blight / +0%(-19%) cold / +12% nature / +0%(-9%) all Changes damage: +0%(-11%) nature / +0%(-13%) cold Poison immunity: +0% (-22%) Disease immunity: +0% (-28%) Life regen: +0.00 (-1.80) Maximum life: +0.00 (-48.00) Healing mod.: +0% (-10%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. Lightningwhisper the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Damage when hit (Melee): 0(-4) blight Changes stats: +1 Str / +0(-3) Wil Changes resistances: +18% lightning / +6% temporal Changes resistances penetration: +25% lightning Changes damage: +0%(-9%) acid Critical mult.: +0.00% (-16.00%) Reduces incoming crit damage: 0.00% (-5.00%) Light radius: +2 A belt that goes around your waist. |
![]() insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Wil Changes resistances: +6% fire / +5% cold Changes damage: +0%(-9%) acid Critical mult.: +0.00% (-16.00%) Reduces incoming crit damage: 0.00% (-5.00%) A belt that goes around your waist. |
![]() nightruned rough leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: -5% Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Wil Changes resistances: +5% light / +6% darkness Changes damage: +0%(-9%) acid Critical mult.: +0.00% (-16.00%) Reduces incoming crit damage: 0.00% (-5.00%) Maximum encumbrance: +22 A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt 'Chamyregochik' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Wil Changes resistances: +3% acid / +3% blight / +5% fire / +6% nature / +6% cold Changes damage: +0%(-9%) acid Critical mult.: +0.00% (-16.00%) Reduces incoming crit damage: 0.00% (-5.00%) Disease immunity: +10% Stun/Freeze immunity: +20% A belt that goes around your waist. |
![]() rough leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-1.0%) Physical power: +3 (+2 eff.) (-1 (+0 eff.)) Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Wil Changes damage: +0%(-9%) acid Critical mult.: +5.00% (-11.00%) Reduces incoming crit damage: 0.00% (-5.00%) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. enveloping linen cloak of the Shaloren (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) (+5 (+2 eff.)) Changes stats: +2 Mag / +1 Wil Changes resistances penetration: +0%(-5%) cold Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +5 (+2 eff.) Confusion immunity: +0% (-10%) Maximum life: +0.00 (-33.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. Gloradhetha the Glowblur (5 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +5 (+4) Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +4 Wil Changes resistances: +5%(-4%) fire / +3% light / +5%(-) cold Physical save: +3 (+1 eff.) Life regen: +0.00 (-4.00) Stamina each turn: +2.00 Maximum life: +0.00 (-20.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +0%(-9%) fire / +0%(-5%) cold Life regen: +0.00 (-4.00) Stamina each turn: +0.40 Maximum life: +0.00 (-20.00) Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -3% Changes resistances: +0%(-9%) fire / +0%(-5%) cold Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +0.0% (-5.0%) Armour: +1 (-) Damage (Melee): 6 fire Changes stats: +2 Dex Changes resistances: +5% fire Changes damage: +4% fire Critical mult.: +0.00% (-5.00%) Spell crit. chance: +0% (-6%) Mental crit. chance: +0% (-6%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +5 (+3 eff.) Armour: +1 (-) Damage (Melee): 5 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning Critical mult.: +0.00% (-5.00%) Spell crit. chance: +0% (-6%) Mental crit. chance: +0% (-6%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Armour: +1 (-) Fatigue: +1% Damage (Melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Critical mult.: +0.00% (-5.00%) Spell crit. chance: +0% (-6%) Mental crit. chance: +0% (-6%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() This item will automatically be transmogrified when you leave the level. Gyrewyn the linen wizard hat (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-3) Armour: +4 Defense: +1 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 2 mind Changes stats: +0(-4) Cun / +0(-2) Con Changes resistances: +6% lightning / +5% temporal Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +3.00 Psi when hit: +0.00 (-0.12) Only die when reaching: -60.00 life Maximum hate: +6.00 A pointy cloth hat, very wizardly... |
![]() Mayygatira the linen wizard hat (11 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-3) Defense: +11 (+3 eff.) (-) Changes stats: +0(-4) Cun / +0(-2) Con Changes resistances: +15% lightning / +3% blight Changes damage: +10% lightning Critical mult.: +15.00% Spell save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when hit: +0.00 (-0.12) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
![]() Delorand the Brightshaper (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-3) Defense: +1 (+0 eff.) (-10 (-3 eff.)) Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +0(-4) Cun / +0(-2) Con Changes resistances: +24% lightning Changes resistances penetration: +10% light Changes damage: +10% lightning Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when hit: +0.00 (-0.12) Light radius: +1 A pointy cloth hat, very wizardly... |
![]() Samalesta the Hailstrider (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-3) Armour: +1 Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +1% Changes stats: +0(-4) Cun / +2(-) Con Changes resistances: +6% cold Changes damage: +3% cold Physical save: +10 (+5 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when hit: +0.00 (-0.12) See invisible: +9 A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 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. |
![]() This item will automatically be transmogrified when you leave the level. Blastbraze the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 2 lightning / 4 fire Changes stats: +0(-1) Dex / +0(-1) Con Changes resistances: +0%(-6%) mind Changes resistances penetration: +10% darkness Changes damage: +15% lightning / +0%(-3%) mind Stamina each turn: +0.00 (-1.00) Maximum life: +41.00 Light radius: +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-1) Dex / +0(-1) Con Changes resistances: +0%(-6%) mind Changes damage: +0%(-3%) mind Stamina each turn: +0.00 (-1.00) Light radius: +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() This item will automatically be transmogrified when you leave the level. Belomira (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str / +3(-2) Wil Changes resistances: +3% lightning / +6% fire / +6% darkness Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum hate: +2.00 Mindpower: +10 (+5 eff.) (+5 (+3 eff.)) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() This item will automatically be transmogrified when you leave the level. sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 172 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. |
![]() Jetstriker [power 1] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +0(-5) Wil Changes resistances: +6% nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
![]() focusing elm wand of shielding [power 116] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Maraudopen the Ogre Shadowblade level 11
29th Haze 122nd year of Ascendancy at 22:00 see stats
By Maraudopen the Ogre Shadowblade level 10
21st Haze 122nd year of Ascendancy at 16:37 see stats
By Maraudopen the Ogre Shadowblade level 9
17th Haze 122nd year of Ascendancy at 20:32 see stats
By Maraudopen the Ogre Shadowblade level 11
36th Haze 122nd year of Ascendancy at 14:03 see stats
By Maraudopen the Ogre Shadowblade level 16
57th Haze 122nd year of Ascendancy at 07:04 see stats
Log
Maraudopen hits Dozing grizzly bear for 83 physical, 0 arcane, 38 darkness, 26 physical (146 total damage).
Maraudopen killed Dozing grizzly bear!
Maraudopen calms down.
Maraudopen's fully exits the shadows.
Ritch flamespitter spits flames!
Ritch flamespitter resists the effect 'Dazzled'!
Vorita the slumbering honey tree shrugs off the effect 'Dazzled'!
Ritch flamespitter hits Maraudopen for 70 fire damage.
Phantasmal Shield hits Vorita the slumbering honey tree for 89 light damage.
Phantasmal Shield hits Ritch flamespitter for 99 light damage.
Vorita the slumbering honey tree summons a Fire Drake!
Talent Expose Weakness is ready to use.
Ritch flamespitter spits flames!
Fire drake roars!
Maraudopen wanders around!
Fire drake hits Maraudopen for (41 ignored), 0 physical (0 total damage).
Ritch flamespitter hits Maraudopen for 70 fire damage.
Vorita the slumbering honey tree summons a Rimebark!
Vorita the slumbering honey tree's mind surges with critical power!
Talent Infusion: Healing is ready to use.
Ritch flamespitter spits flames!
Fire drake uses Devouring Flame.
Rimebark uses Winter's Fury.
Ritch flamespitter hits Maraudopen for (70 ignored), 0 fire (0 total damage).
Vorita the slumbering honey tree uses Condensate.
Vorita the slumbering honey tree's mind surges with critical power!
Vorita the slumbering honey tree hits Maraudopen for 167 fire damage.
Maraudopen the level 17 ogre shadowblade was blazed to death by Vorita the slumbering honey tree on level 2 of Heart of the Gloom.