









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 18 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Bloomsoul at level 18 on the 4th Haze 122nd year of Ascendancy at 03:07 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 28 (base 10) |
| Constitution | 25 (base 21) |
| Magic | 49 (base 46) |
| Willpower | 35 (base 25) |
| Cunning | 20 (base 11) |
Resources
| Life | -203/453 |
| Mana | 44/283 |
| Healing Factor | 1.1153846153846 |
| Regeneration | 4.7403846153845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 29 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +12% |
| Temporal | +3% |
| Fire | +37% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Lightning | +10% |
| Mind | +10% |
| Arcane | +25% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (50.629139072848%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 6 |
| Physical Save | 27 |
| Spell Save | 28 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 31%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 35%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 333 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 94 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (69 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Burning Wake |
| talent | Chant of Fortress |
| talent | Arcane Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 13. Spellsurge |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of bone giant dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Urthyblek'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes damage: +3% temporal Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +5 (+2 eff.) 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 | Blastfiend (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +10% lightning Confusion immunity: +20% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Arthubers the Smolderzeal [power 110] (4.5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +10% acid Changes damage: +6% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +20 Rings can have magical properties. |
| On fingers | steel ring 'Arenor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% light / +15% fire Changes damage: +12% light Mental save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +20.00 Rings can have magical properties. |
| Around waist | ToradanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Dex / +1 Mag / +4 Wil / +4 Cun / +2 Con / +6 Lck Changes resistances penetration: +10% mind Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | blighted yew magestaff of breaching (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +16.00 Spellpower: +11 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Jetwaker the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +4 Dex Changes resistances: +3% fire Changes resistances penetration: +25% arcane / +20% fire Changes damage: +3% darkness 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. |
| Main armor | cashmere robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mana each turn: +0.18 Maximum mana: +44.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Falostir (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances: +3% blight Critical mult.: +10.00% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's copper amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Mental save: +7 (+4 eff.) Confusion immunity: +12% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 150; 14 cd) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 18%; mental; dur 2; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; acid, physical, blight, mind, arcane, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 blight, 4 mind, 5 arcane, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 50; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 50.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 13; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 52; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 52 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 262; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 262 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glelrama the BrightspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 4 acid / 2 light Changes resistances: +3% acid Changes resistances cap: +3% all Changes resistances penetration: +15% light Changes damage: +3% light / +3% temporal Physical save: +12 (+6 eff.) Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind 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 'Festerzeal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% nature Mental save: +3 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+8 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +1.00 Amulets can have magical properties. |
Hettogen the SmearquickInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% acid Changes resistances penetration: +15% nature Changes damage: +11% acid Mental save: +18 (+9 eff.) Mental crit. chance: +1% Rings can have magical properties. |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Mental save: +7 (+4 eff.) Confusion immunity: +23% Rings can have magical properties. |
warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Lisomina (19-28.5 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 darkness / +8 blight Damage (radius 1) on hit: +12 blight Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +2 Mag / +4 Wil / +1 Cun Light radius: +1 Massive two-handed battleaxes. |
Cyrylelaith (14-18.2 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 cold When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +2 Physical crit. chance: +7.0% Defense: +7 (+3 eff.) Disarm immunity: +22% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Sharp, short and deadly. |
Poltergeist's Silorabeth the steel dagger (12-15.6 power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 25 * 25% chance for lightning to strike from the target to a second target dealing 87 damage Damage Shield penetration (this weapon only): +11% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +6% blight Disarm immunity: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger of daylight (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Damage (Melee): +7 light Damage against: +8% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful steel dagger of erosion (14-18.2 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness / +5 nature Damage against: +8% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel greatsword (35.5-56.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +14 blight When wielded/worn: Disease immunity: +16% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of rage (22-30.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +4 Str Changes damage: +7% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel longsword of daylight (20.5-28.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 87 acid damage (1/turn) Damage (Melee): +10 light Damage against: +11% Undead When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +12% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel longsword of erosion (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +8% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.hateful steel mace of erosion (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 darkness / +5 nature Damage against: +7% Living Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +5 blight When wielded/worn: Disease immunity: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel mace of crippling (26-36.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances penetration: +8% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel mace of evisceration (26.5-37.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +7 (+4 eff.) Changes resistances penetration: +7% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Poltergeist's Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 29% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: -10% cold / +2% all Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level.hungering thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% It can be used to inflict 53.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +6 Changes resistances penetration: +8% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.warden's hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +7 Ammo reloads per turn: +3 Changes stats: +3 Mag Changes resistances penetration: +6% physical / +7% temporal / +5% all Changes damage: +7% physical / +5% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Silolle the Blazerebel (15-18 power, 3 apr, physical 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 Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes resistances penetration: +25% blight / +10% temporal / +10% fire Changes damage: +15% physical / +12% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Staff of Destruction (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
cruel elm magestaff of the prodigy (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +6 Wil / +6 Cun Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew starstaff of fate (24-28.8 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% physical Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew magestaff of fate (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Mana each turn: +0.15 Maximum mana: +54.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging ash magestaff of warding (15-18 power, 3 apr, arcane 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 Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Maximum wards: +2 arcane Changes damage: +15% arcane Talents granted: +1 Command Staff +2 Ward Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Thunderrain'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% lightning / +6% fire / +9% cold Changes damage: +3% lightning Maximum life: +32.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +16% darkness / +12% temporal Spell save: +8 (+4 eff.) Maximum mana: +42.00 Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +7% blight / +7% all Changes damage: +6% lightning / +6% physical / +7% cold Life regen: +1.60 Maximum life: +44.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight / +11% all Changes damage: +10% nature Poison immunity: +30% Disease immunity: +30% Life regen: +2.30 Maximum life: +65.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isathra the pair of rough leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Poison immunity: +10% Only die when reaching: -40.00 life Infravision radius: +1 A pair of boots made of leather. |
Silolenor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Mag / +2 Con Mana each turn: +0.12 Only die when reaching: -40.00 life Maximum mana: +20.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots 'Rhalar' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil Changes resistances penetration: +5% blight Changes damage: +3% temporal Maximum mana: +20.00 Spell crit. chance: +4% 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. |
Eclipsescar the rough leather gloves (5 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +6% lightning / +5% temporal / +3% cold / +5% arcane / +3% nature Changes damage: +4% temporal Only die when reaching: -60.00 life 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. |
This item will automatically be transmogrified when you leave the level.Gunybar (10 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Defense: +10 (+5 eff.) Changes stats: +3 Cun / +4 Con Changes resistances: +8% darkness / +6% mind Psi when hit: +0.12 Mental crit. chance: +3% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Islirith the Chargewilter (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +17% lightning / +6% darkness Changes damage: +4% lightning 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. |
Silessra (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +21 (+9 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Mag / +2 Cun Changes resistances: +7% light / +7% darkness / +5% arcane Changes damage: +12% arcane Physical save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +32% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 63.68 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Physical power: +5 (+3 eff.) Armour: +2 Changes resistances: +7% blight Spell save: +14 (+7 eff.) 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. |
This item will automatically be transmogrified when you leave the level.steady hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+8 eff.) Armour: +2 Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% 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. |
Heatbringer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 arcane Changes resistances: +6% fire / +5% arcane / +5% cold Changes resistances penetration: +5% arcane Changes damage: +9% fire A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.hardened leather cap of might (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Blazespire (9 def, 10 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +10 Defense: +9 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Dex Changes resistances: +2% physical Changes damage: +9% fire Mental save: +13 (+7 eff.) Only die when reaching: -20.00 life Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Bokezor the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% mind Changes damage: +12% arcane / +12% mind Critical mult.: +5.00% Spell save: +12 (+6 eff.) Mental save: +15 (+8 eff.) Maximum mana: +80.00 Maximum vim: +10.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Salildata the Lightparry (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 acid / 13 fire Damage when hit (Melee): 13 acid / 10 fire / 4 light Changes resistances: +15% acid / +16% fire / +3% light / +23% lightning Changes damage: +9% lightning Physical save: +8 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +7% Physical save: +8 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour of stability (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 (+3 eff.) Fatigue: +7% Changes resistances: +5% physical Physical save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +12% blight / +13% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +12% nature / +12% blight A suit of armour made of metal plates. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
139 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 220.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glowblack [power 170] (4.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% light Changes resistances penetration: +15% arcane Changes damage: +9% lightning / +18% light It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 116] (4.5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 154 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 100] (4.5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Goredas the Skeleton Archmage level 16
63rd Dusk 122nd year of Ascendancy at 03:50 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Goredas the Skeleton Archmage level 10
18th Dusk 122nd year of Ascendancy at 09:15 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Goredas the Skeleton Archmage level 16
73rd Dusk 122nd year of Ascendancy at 12:11 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Goredas the Skeleton Archmage level 12
38th Dusk 122nd year of Ascendancy at 05:21 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Goredas the Skeleton Archmage level 11
22nd Dusk 122nd year of Ascendancy at 18:26 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Goredas the Skeleton Archmage level 11
20th Dusk 122nd year of Ascendancy at 20:37 see stats
Log
Goredas stops surging mana.
Poltergeist Bloomsoul uses Quick as Thought.
Poltergeist Bloomsoul speeds up.
Poltergeist Bloomsoul uses Warding Weapon.
Poltergeist Bloomsoul activates his flower covered mindstar!
Poltergeist Bloomsoul starts regenerating health quickly.
Poltergeist Bloomsoul hits Goredas for (55 absorbed), 0 nature, (55 absorbed), 0 nature (0 total damage).
Poltergeist Bloomsoul performs a melee critical strike against Goredas!
Goredas is being stalked by Poltergeist Bloomsoul!
Poltergeist Bloomsoul hits Goredas for (85 absorbed), 0 nature, (54 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Goredas crumbles.
Poltergeist Bloomsoul's Beyond the Flesh hits Goredas for (103 absorbed), 55 physical, 8 light (64 total damage).
Poltergeist Bloomsoul performs a melee critical strike against Goredas!
Poltergeist Bloomsoul hits Goredas for 101 nature, 65 nature (167 total damage).
Goredas uses Re-assemble.
A shield forms around Goredas.
Goredas receives 425 healing from Re-assemble.
Poltergeist Bloomsoul performs a melee critical strike against Goredas!
Poltergeist Bloomsoul hits Goredas for (114 absorbed), 0 nature, (75 absorbed), 0 nature (0 total damage).
Poltergeist Bloomsoul's Beyond the Flesh performs a melee critical strike against Goredas!
Your shield crumbles under the damage!
The shield around Goredas crumbles.
Poltergeist Bloomsoul's Beyond the Flesh hits Goredas for (47 absorbed), 358 physical, 8 light (366 total damage).
Poltergeist Bloomsoul uses Slash.
Poltergeist Bloomsoul performs a melee critical strike against Goredas!
Goredas is no longer being stalked by Poltergeist Bloomsoul.


























































































































