Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Reaver |
Level / Exp | 22 / 77% |
Size | medium |
Lifes / Deaths | Killed by Zaglk the wretchling at level 22 on the 17th Haze 122nd year of Ascendancy at 18:05 / 1 |
Primary Stats
Strength | 26 (base 17) |
Dexterity | 43 (base 30) |
Constitution | 25 (base 10) |
Magic | 65 (base 48) |
Willpower | 17 (base 10) |
Cunning | 27 (base 20) |
Resources
Life | -64/580 |
Vim | 0/302 |
Healing Factor | 1.244517824337 |
Regeneration | 8.0271399669734 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 2 |
See Stealth | 11 |
See Invisible | 11 |
Offense: Mainhand
Damage | 56 |
Accuracy | 49 |
Crit Chance | 10% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 49 |
Crit Chance | 8% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +12% |
Physical | +6% |
All | 0% |
Nature | +12% |
Offense: Damage Penetration
Physical | +16% |
Light | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 30 (49.007671158813%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 32 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 11%( 70%) |
Light | + 11%( 70%) |
Nature | + 14%( 70%) |
Blight | + 15%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Teleport Resistance | 10% |
Confusion Resistance | 31% |
Disarm Resistance | 32% |
Knockback Resistance | 63% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 425 damage for 5 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 108 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 failed to protect the lone alchemist from death by Vorewen the giant yellow ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 within5 lumberjacks have died. | done |
Equipment
On feet | Malidar the pair of rough leather boots (0 def, 9 armour) Malidar 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 Changes resistances: +3% light Teleport immunity: +10% Life regen: +2.00 Only die when reaching: -60.00 life Infravision radius: +2 A pair of boots made of leather. |
Light source | watchleader's brass lantern of clarity watchleader's brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Blindness immunity: +20% Confusion immunity: +10% Light radius: +6 See stealth: +11 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. 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 | Toxintaint (0 def, 11 armour) Toxintaint (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +11 Fatigue: +5% Changes stats: +1 Str / +2 Dex / +3 Cun Changes resistances penetration: +15% nature Physical save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Wretchsnake' (0 def, 2 armour) hardened leather gloves 'Wretchsnake' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +17 (+6 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +6 Str / +3 Dex Changes damage: +3% nature 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 | Rhisus the iron pickaxe (dig speed 30 turns) Rhisus the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +20 (+7 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% lightning Changes resistances penetration: +10% physical Spell save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | Flowerspiker the copper ring Flowerspiker the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +6% nature Changes damage: +9% nature Mental save: +5 (+3 eff.) Confusion immunity: +21% Light radius: +2 Rings make your fingers look great! |
Around neck | wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Nimbusvagrant (22-29 power, 6 apr) Nimbusvagrant (22-29 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: 22.5 - 29.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning Damage (radius 1) on hit: +6 fire Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes resistances penetration: +10% light Changes damage: +3% lightning Light radius: +2 Sharp, short and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Grinydehad (14-20 power, 5 apr) Grinydehad (14-20 power, 5 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +3 Physical power: +7 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Dex / +4 Con Changes resistances penetration: +6% physical Disarm immunity: +12% One-handed war axes. |
Cloak | Boreyarak (26 def, 2 armour) Boreyarak (26 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +26 (+8 eff.) Changes stats: +2 Mag / +3 Wil Changes damage: +6% physical Mental save: +6 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brightenvy (3 def, 2 armour) Brightenvy (3 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes resistances: +7% blight / +10% darkness / +13% mind / +9% all Changes damage: +12% light Critical mult.: +5.00% Physical save: +27 (+9 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+9 eff.) Life regen: +2.20 Maximum life: +45.00 Light radius: +1 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the titan (die at -360; dur 7; cd 29) heroism infusion of the titan (die at -360; dur 7; cd 29)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 759 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 529%; cd 16) movement infusion of the duelist (speed 529%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 480%; cd 11) movement infusion of the psychic (speed 480%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 582%; cd 10) movement infusion of the titan (speed 582%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% 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. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 572%; cd 9) movement infusion of the warrior (speed 572%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 117; 17 cd) regeneration infusion of the psychic (heal 117; 17 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; physical; dur 4; cd 13) wild infusion of the warrior (res 23%; physical; dur 4; 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 physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Daimyrin the Gorespike Daimyrin the GorespikeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 31% Changes resistances: +3% fire / +11% light / +11% darkness Changes resistances penetration: +25% nature Reduces incoming crit damage: 10.00% Blindness immunity: +22% Disarm immunity: +10% Life regen: +4.00 Amulets make your neck look great! |
Deledil the copper amulet Deledil the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Changes resistances: +12% darkness / +3% mind / +10% light Changes damage: +6% mind Blindness immunity: +21% See invisible: +9 Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Radhathel the steel ring Radhathel the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +4 Wil Changes resistances: +3% mind Mental save: +7 (+4 eff.) Confusion immunity: +26% Psi when hit: +0.04 Maximum hate: +8.00 Rings make your fingers look great! |
copper ring 'Galeborn' copper ring 'Galeborn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +10% mind Changes damage: +15% lightning Infravision radius: +3 Rings make your fingers look great! |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+6 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
Charrock (11-14 power, 5 apr) Charrock (11-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +6 Con / +6 Wil Changes resistances: +6% cold Mental save: +3 (+2 eff.) Maximum life: +18.00 Sharp, short and deadly. |
Unerring Scalpel (15-19 power, 25 apr) Unerring Scalpel (15-19 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing dwarven-steel dagger of evisceration (16-20 power, 7 apr) arcing dwarven-steel dagger of evisceration (16-20 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Sharp, short and deadly. |
Tirakai's Maul (32-41 power, 6 apr) Tirakai's Maul (32-41 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatsword of erosion (35-56 power, 2 apr)acidic dwarven-steel greatsword of erosion (35-56 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +12 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of erosion (34-55 power, 2 apr)arcing dwarven-steel greatsword of erosion (34-55 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Damage (Melee): +12 nature Massive two-handed swords. |
Prismtyphoon (11-15 power, 2 apr) Prismtyphoon (11-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 71 damage When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +3% blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of erosion (28-39 power, 4 apr)balanced dwarven-steel mace of erosion (28-39 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +28% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling stralite mace of paradox (38-53 power, 5 apr)chilling stralite mace of paradox (38-53 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 temporal / +11 cold When wielded/worn: Changes resistances: +13% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Chillrend (9-9 power, 24 apr, mind damage)Chillrend (9-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% 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% Damage (radius 2) on crit: +4 cold When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +15% cold Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Equilibrium when hit: +0.12 Spellpower: +5 (+2 eff.) Mindpower: +13 (+6 eff.) Mental crit. chance: +3% 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. Eclipse (18-21 power, 4 apr, darkness element)Eclipse (18-21 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. Xanaridhema the Flashwinter (20-24 power, 4 apr, darkness element)Xanaridhema the Flashwinter (20-24 power, 4 apr, darkness 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes stats: +5 Cun Maximum wards: +3 darkness Changes resistances penetration: +20% temporal Changes damage: +20% darkness / +9% light Talents granted: +3 Ward +1 Command Staff Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mindpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Eclipsezephyr' (17-20 power, 3 apr, blight element) ash vilestaff 'Eclipsezephyr' (17-20 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +4% Changes resistances: +15% darkness Changes damage: +17% blight Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +16 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Bokochak the iron waraxe (11-15 power, 2 apr) Bokochak the iron waraxe (11-15 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 15 Damage (Melee): +12 temporal Damage (radius 1) on hit: +4 blight / +12 mind When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes resistances penetration: +5% blight Disarm immunity: +22% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Firebreak (14-20 power, 3 apr)Firebreak (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 blight / +10 temporal When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +4 Mag / +3 Wil Changes resistances: +6% fire / +10% temporal Changes damage: +9% acid One-handed war axes. |
Gagen the Kindleoath (12-16 power, 2 apr) Gagen the Kindleoath (12-16 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +6 blight When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +5% arcane Blindness immunity: +20% Disease immunity: +10% Confusion immunity: +10% Maximum life: +20.00 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
balanced iron waraxe of massacre (17-24 power, 2 apr) balanced iron waraxe of massacre (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Disarm immunity: +23% One-handed war axes. |
Coalquarry the rough leather belt Coalquarry the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +20 (+6 eff.) Changes resistances: +12% cold Changes damage: +3% darkness Pinning immunity: +20% It can be used to create a temporary shield that absorbs 197 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Icemire the rough leather belt Icemire the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Dex / +1 Mag / +3 Cun / +6 Lck Changes resistances: +9% light Changes damage: +6% cold Trap disarming bonus: +8 Stealth bonus: +6 Light radius: +1 Infravision radius: +5 A belt that goes around your waist. |
Smolderwilder (1 def, 6 armour) Smolderwilder (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +9% temporal / +10% cold / +6% fire Changes damage: +3% fire Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blastdeath' (6 def, 0 armour) linen cloak 'Blastdeath' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +3 Defense: +6 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +2 Dex / +2 Con Changes resistances penetration: +5% cold Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ivoriatira' (1 def, 2 armour) linen cloak 'Ivoriatira' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Cun / +2 Dex Mental save: +9 (+4 eff.) Silence immunity: +10% Only die when reaching: -60.00 life Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Phoenixterror' (11 def, 2 armour) linen cloak 'Phoenixterror' (11 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Defense: +11 (+3 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +2% physical Changes damage: +3% fire Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold 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. Blazekill the cashmere robe (0 def, 0 armour)Blazekill the cashmere robe (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +6% lightning / +14% mind / +11% all Changes resistances penetration: +25% lightning Changes damage: +6% darkness / +14% mind / +12% all Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. cashmere robe of darkness (+18%) (0 def, 0 armour)cashmere robe of darkness (+18%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +18% darkness / +11% all Changes damage: +12% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Aditta the pair of dwarven-steel boots (0 def, 4 armour)Aditta the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +7 Dex / +2 Con Changes resistances: +9% mind Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Runuyadil the rough leather gloves (10 def, 1 armour) Runuyadil the rough leather gloves (10 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Damage (Melee): 7 fire Changes stats: +2 Cun Changes resistances: +3% lightning / +1% physical / +15% fire Changes damage: +4% fire Maximum life: +100.00 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. |
heroic hardened leather gloves of the nighthunter (0 def, 5 armour) heroic hardened leather gloves of the nighthunter (0 def, 5 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +5 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +9 (+4 eff.) Maximum life: +49.00 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 14 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. |
Emowe the iron helm (15 def, 5 armour) Emowe the iron helm (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +15 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 2 temporal Changes resistances penetration: +25% temporal Physical save: +11 (+4 eff.) Mental save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haroradrayon the Dazzleradiance (1 def, 2 armour) Haroradrayon the Dazzleradiance (1 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances penetration: +5% light / +10% physical Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
Mardutodin the rough leather cap (0 def, 7 armour) Mardutodin the rough leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +2 Dex / +2 Mag / +1 Cun / +3 Con Healing mod.: +20% A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Salariadanor the rough leather cap (30 def, 1 armour) Salariadanor the rough leather cap (30 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +30 (+9 eff.) Fatigue: +1% Changes resistances penetration: +5% arcane / +5% physical Physical save: +11 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. bladed hardened leather cap of absorption (0 def, 3 armour)bladed hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Stamina when hit: +1.30 Equilibrium when hit: +1.20 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 88.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Yvewen' (0 def, 3 armour) iron helm 'Yvewen' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold Critical mult.: +5.00% Physical save: +3 (+1 eff.) Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. steel mail armour of command (9 def, 10 armour)steel mail armour of command (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: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +13 (+6 eff.) A suit of armour made of mail. |
Gythad the Chill's kiss (6 def, 4 armour) Gythad the Chill's kiss (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +17% acid / +9% temporal Changes damage: +6% temporal / +3% cold Mental save: +11 (+5 eff.) Life regen: +1.00 Maximum life: +28.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Toknor (9 def, 6 armour)hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Critical mult.: +12.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Titanic (20 def, 18 armour, 48-57 power, 320 block)Titanic (20 def, 18 armour, 48-57 power, 320 block) Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
4 agate 4 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. |
413 alchemist agate 413 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eluthra the Torchsmash (dig speed 39 turns) Eluthra the Torchsmash (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Fatigue: -5% Damage when hit (Melee): 4 fire Changes stats: +4 Str / +7 Con When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Getasta (dig speed 35 turns) Getasta (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Maximum life: +20.00 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. Layomina the Noonkiss (dig speed 24 turns)Layomina the Noonkiss (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 40% Changes stats: +2 Str / +3 Cun / +1 Wil Changes resistances penetration: +20% light Changes damage: +24% light Mental save: +6 (+3 eff.) Equilibrium when hit: +0.12 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Kurodukath' (dig speed 37 turns) iron pickaxe 'Kurodukath' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% physical / +11% nature / +3% darkness Changes damage: +6% nature Blindness immunity: +10% Confusion immunity: +20% Pinning immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Lavasting' (dig speed 30 turns) iron pickaxe 'Lavasting' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +3 Dex / +6 Cun / +1 Con Changes resistances: +3% fire Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Grinogar the Lustrerage Grinogar the LustrerageCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+7 eff.) Light radius: +8 Damage Shield penetration: +20% 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +41.00 Light radius: +3 Healing mod.: +12% 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 One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+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 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 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of clear mind [power 1] (12/25 cooldown) iron torque of clear mind [power 1] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 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 25 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Aeryziladur' [power 2] (12/25 cooldown) steel torque of clear mind 'Aeryziladur' [power 2] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 6 blight Changes resistances: +9% light Disarm immunity: +20% Life regen: +2.00 Stamina each turn: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Hettydas the ash totem of thorny skin [power 31] (12/20 cooldown) Hettydas the ash totem of thorny skin [power 31] (12/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +4 Dex / +5 Wil / +2 Cun Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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 zircon 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
By Atreyus the Doomelf Reaver level 10
1st Dusk 122nd year of Ascendancy at 21:05 see stats
By Atreyus the Doomelf Reaver level 6
77th Pyre 122nd year of Ascendancy at 06:44 see stats
By Atreyus the Doomelf Reaver level 10
1st Mirth 122nd year of Ascendancy at 15:47 see stats
By Atreyus the Doomelf Reaver level 20
70th Dusk 122nd year of Ascendancy at 12:33 see stats
By Atreyus the Doomelf Reaver level 11
7th Dusk 122nd year of Ascendancy at 09:21 see stats
By Atreyus the Doomelf Reaver level 10
3rd Mirth 122nd year of Ascendancy at 19:23 see stats
By Atreyus the Doomelf Reaver level 17
57th Dusk 122nd year of Ascendancy at 10:15 see stats
Log
Atreyus is out of phase.
Carrion worm mass's wormblight area effect hits Skeleton master archer for 27 blight damage.
Carrion worm mass's wormblight area effect hits Zaglk the wretchling for (7 dissipated), 17 blight (17 total damage).
Carrion worm mass's wormblight area effect hits Skeleton master archer for 27 blight damage.
Carrion worm mass's wormblight area effect hits Zaglk the wretchling for (7 dissipated), 17 blight (17 total damage).
Carrion worm mass's wormblight area effect hits Zaglk the wretchling for (7 dissipated), 17 blight (17 total damage).
Carrion worm mass's wormblight area effect hits Skeleton master archer for 27 blight damage.
Atreyus damages himself through Martyrdom!
Atreyus HEALS from blight damage!
Rotting Disease from Atreyus hits Zaglk the wretchling for (5 dissipated), 12 blight (13 total damage).
Blight Poison from Carrion worm mass hits Zaglk the wretchling for (3 dissipated), 8 blight (9 total damage).
Zaglk the wretchling hits Atreyus for 0 blight damage.
Acid Splash from Zaglk the wretchling hits Atreyus for 11 acid damage.
Zaglk the wretchling casts Dimensional Step.
Zaglk the wretchling folds space with with Atreyus!
Zaglk the wretchling casts Temporal Bolt.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 28.
The powerful blow energizes Atreyus reducing their cooldowns!
Zaglk the wretchling hits Atreyus for 103 temporal damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 27 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 27 blight damage.
Zaglk the wretchling's desolate waste area effect hits Carrion worm mass for 28 cold damage.
Zaglk the wretchling's desolate waste area effect hits Atreyus for 20 cold damage.
Zaglk the wretchling's desolate waste area effect hits Carrion worm mass for 28 cold damage.
Zaglk the wretchling's desolate waste area effect hits Atreyus for 20 cold damage.
Zaglk the wretchling's desolate waste area effect hits Carrion worm mass for 28 cold damage.
Carrion worm mass's wormblight area effect hits Skeleton master archer for 27 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 27 blight damage.
Atreyus the level 22 doomelf reaver was frozen to death by Zaglk the wretchling on level 1 of Anteroom of Agony.