










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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 16 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Spellblaze Shard at level 16 on the 65th Haze 122nd year of Ascendancy at 23:34 / 1 |
Primary Stats
| Strength | 44 (base 41) |
| Dexterity | 25 (base 11) |
| Constitution | 25 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 38 (base 29) |
| Cunning | 29 (base 10) |
Resources
| Life | -49/518 |
| Stamina | 188/227 |
| Healing Factor | 1.3745178243369 |
| Regeneration | 0.34362945608422 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 44 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 16 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 32%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 14%( 70%) |
| Lightning | + 10%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 0% |
| Knockback Resistance | 75% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 526% 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. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. grounding pair of iron boots of tirelessness (0 def, 3 armour) (On feet)]grounding pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +6%(-) lightning / +5%(-) temporal Stamina each turn: +0.40 (-) Maximum stamina: +12.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. brass lantern 'Gloruma' (Light source)]brass lantern 'Gloruma' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +6%(-) acid Changes damage: +6%(-) mind Disease immunity: +10% (-) Knockback immunity: +10% (-) Stamina each turn: +3.00 (-) 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. |
| On head | [vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Con A cap made of leather. |
| Tool | [vs. innervating elm totem of healing [power 116] (14/15 cooldown) (Tool)]innervating elm totem of healing [power 116] (14/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +25% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-25%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted 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 main hand | [vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | [vs. dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour penetration: +5 (-) Armour: +2 (-) Fatigue: +3% (-) Damage when hit (Melee): 6(-) blight Changes stats: +4(-) Cun / +8(-) Dex Changes resistances: +1%(-) physical Stamina each turn: +2.00 (-) Only die when reaching: -40.00 life (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]Thalore-Wood Cuirass (10 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (-) Defense: +10 (+9 eff.) (-) Changes stats: +3(-) Dex / +3(-) Wil / +3(-) Con Changes resistances: +18%(-) cold / +18%(-) darkness / +18%(-) nature Talents cooldown: Gift of the Woods (-5(-) turns) Healing mod.: +25% (-) Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | [vs. thick linen cloak of Iron Throne (1 def, 6 armour) (Cloak)]thick linen cloak of Iron Throne (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 stats: +1(-) Str / +2(-) Con 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. |
| Around neck | [vs. clarifying steel amulet of constitution (+3) (Around neck)]clarifying steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +10%(-) mind Confusion immunity: +20% (-) Amulets make your neck look great! |
Inventory
[vs. Infusion: Healing [healing infusion of the psychic (heal 126; cd 12)] (on body, 1 of 2)]healing infusion of the titan (heal 92; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92(-34) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Willpower, +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. Tap to cycle through comparison choices |
[vs. Infusion: Healing [healing infusion of the psychic (heal 126; cd 12)] (on body, 1 of 2)]healing infusion of the titan (heal 99; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99(-27) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Willpower, +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. Tap to cycle through comparison choices |
[vs. Infusion: Movement [movement infusion of the psychic (speed 508%; cd 9)] (on body)]This item will automatically be transmogrified when you leave the level. movement infusion (speed 490%; cd 14) 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(+5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490%(-36%) 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. |
[vs. copper ring of tenacity (On fingers, 1 of 2)]marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-25%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. blighted ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. blighted ash magestaff of channeling (15-18 power, 3 apr, lightning 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(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.17 Vim when firing critical spell: +2.00 Maximum vim: +13.00 Spellpower: +17 (+14 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +8 (+4 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +9% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. earthen ash magestaff of breaching (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes resistances penetration: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. potent ash vilestaff (17-20 power, 3 apr, darkness 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: 17.0 - 20.4(-13.0 - -30.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +17% darkness Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -33.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+3 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +34.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. surging yew starstaff of fate (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(-10.0 - -27.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-3) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+9 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel battleaxe (21-32 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5(-9.0 - -19.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-5) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) When wielded/worn: Massive two-handed battleaxes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of amnesia (32-47 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2(+1.5 - -3.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-5) Crit. chance: +6.5% (+5.0%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Massive two-handed battleaxes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]thought-forged iron greatmaul of erosion (20-29 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.2(-10.5 - -21.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-6) Crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 17% chance to reduce all saves and defense by 20 Damage (Melee): +9 nature / +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed mauls. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]iron greatsword (16-25 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8(-14.5 - -26.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-6) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Massive two-handed swords. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]flaming steel greatsword of paradox (27-43 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2(-3.0 - -7.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +9 temporal Damage (radius 1) on hit: +7 fire When wielded/worn: Changes resistances: +7% temporal Massive two-handed swords. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel mace of crippling (13-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2(-17.0 - -32.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-4) Crit. chance: +1.0% (-0.5%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic dwarven-steel mace of massacre (33-46 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.0 - 46.2(+3.0 - -4.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-3) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Blunt and deadly. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel waraxe (11-15 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4(-19.0 - -35.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-4) Crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Disarm immunity: +24% One-handed war axes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. hateful steel waraxe of erosion (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4(-14.0 - -28.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-4) Crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +6 darkness / +6 nature Damage against: +5% Living When wielded/worn: One-handed war axes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel waraxe (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3(-15.5 - -30.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-4) Crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) When wielded/worn: One-handed war axes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Poltergeist's Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-5.0 - -18.5) Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+3) Crit. chance: +9.0% (+7.5%) Attack speed: 100% (-) On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 43.00 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel dagger of massacre (20-26 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-10.0 - -25.0) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-1) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +7 fire When wielded/worn: Sharp, short and deadly. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8(-12.5 - -28.2) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +6.0% (+4.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +3 Str / +6 Dex / +3 Mag / +3 Wil / +5 Cun / +5 Con Sharp, short and deadly. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. blooming vined mindstar of balance (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-25.5 - -46.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+11) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +16 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. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. gifted vined mindstar of disruption (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-24.0 - -44.4) 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: +18 (+11) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +8% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+4 eff.) Mental crit. chance: +2% 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. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. gifted vined mindstar of life (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-25.5 - -46.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+11) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +14.00 Mindpower: +9 (+4 eff.) Mental crit. chance: +2% 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. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0(-20.0 - -40.0) Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+17) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+5 eff.) Maximum psi: +30.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(-21.5 - -41.6) 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 (+17) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 3 lightning / 3 physical / 5 fire / 4 acid / 2 cold Changes resistances: +4% lightning / +3% physical / +4% cold / +4% fire / +3% acid Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 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. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ranger's ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Changes stats: +2 Dex Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. throat-seeking ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +7 On weapon crit: + silences the target Damage (Ranged): +8 nature When wielded/worn: Changes resistances penetration: +9% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.arcing quiver of ash arrows of vileness (17/17, 21-29 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (22/22, 22-30 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.windwalling dwarven-steel shield (0 def, 6 armour, 78.5 block) Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +1 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +10 Handheld deflection devices. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-12) Defense: +0 (+0 eff.) (-10 (-9 eff.)) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +11% acid / +11% physical / +0%(-18%) darkness / +10%(-8%) cold / +10% fire / +0%(-18%) nature / +9% all Changes damage: +7% acid / +8% physical / +7% fire / +8% cold Talents cooldown: Refit Golem (-3 turns) Gift of the Woods ((+0(+5) turn) Healing mod.: +0% (-25%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour 'Torchlady' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-8) Defense: +6 (+6 eff.) (-4 (-3 eff.)) Fatigue: +7% (+7%) Changes stats: +0(-3) Dex / +1 Mag / +0(-3) Wil / +0(-3) Con Changes resistances: +17% lightning / +0%(-18%) darkness / +3% acid / +9% fire / +0%(-18%) nature / +0%(-18%) cold Changes resistances penetration: +25% arcane / +5% fire Talent cooldown: Gift of the Woods ((+0(+5) turn) Critical mult.: +10.00% Healing mod.: +0% (-25%) A suit of armour made of leather. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-8) Defense: +2 (+2 eff.) (-8 (-7 eff.)) Fatigue: +12% (+12%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Talent cooldown: Gift of the Woods ((+0(+5) turn) Healing mod.: +0% (-25%) A suit of armour made of mail. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]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 (-6) Defense: +2 (+2 eff.) (-8 (-7 eff.)) Fatigue: +12% (+12%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Talent cooldown: Gift of the Woods ((+0(+5) turn) Healing mod.: +0% (-25%) A suit of armour made of mail. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]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 (-6) Defense: +2 (+2 eff.) (-8 (-7 eff.)) Fatigue: +12% (+12%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Talent cooldown: Gift of the Woods ((+0(+5) turn) Healing mod.: +0% (-25%) A suit of armour made of mail. |
[vs. Thalore-Wood Cuirass (10 def, 12 armour) (Main armor)]cleansing iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-5) Defense: +0 (+0 eff.) (-10 (-9 eff.)) Fatigue: +22% (+22%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +11% blight / +0%(-18%) cold / +10%(-8%) nature / +0%(-18%) darkness Talent cooldown: Gift of the Woods ((+0(+5) turn) Healing mod.: +0% (-25%) A suit of armour made of metal plates. |
[vs. Mighty Girdle (Around waist)]Brightmortal the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +3 Wil Maximum encumbrance: +0 (-70) Spell save: +5 (+4 eff.) Knockback immunity: +0% (-40%) Equilibrium when hit: +0.04 Maximum life: +0.00 (-40.00) Maximum hate: +2.00 Light radius: +3 Size category: +1 A belt that goes around your waist. |
[vs. thick linen cloak of Iron Throne (1 def, 6 armour) (Cloak)]resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+0 eff.) (-) Changes stats: +2(+1) Str / +1(-1) Con Changes resistances: +0%(-11%) cold Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. thick linen cloak of Iron Throne (1 def, 6 armour) (Cloak)]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 stats: +0(-1) Str / +0(-2) Con 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. |
[vs. thick linen cloak of Iron Throne (1 def, 6 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +14 (+7 eff.) (+13 (+7 eff.)) Damage when hit (Melee): 30 fire Changes stats: +0(-1) Str / +0(-2) Con Changes resistances: +10% fire / +10% darkness / +10%(-1%) cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
[vs. grounding pair of iron boots of tirelessness (0 def, 3 armour) (On feet)]Aerigorn (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +0% (-2%) Changes resistances: +6% blight / +0%(-5%) temporal / +0%(-6%) lightning Changes resistances penetration: +20% blight Stamina each turn: +0.40 (-) Maximum stamina: +12.00 (-) A pair of boots made of leather. |
[vs. grounding pair of iron boots of tirelessness (0 def, 3 armour) (On feet)]grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +0% (-2%) Changes resistances: +6%(-) lightning / +6%(+1%) temporal Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) A pair of boots made of leather. |
[vs. grounding pair of iron boots of tirelessness (0 def, 3 armour) (On feet)]pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +0%(-6%) lightning / +0%(-5%) temporal Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. grounding pair of iron boots of tirelessness (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+1) Fatigue: +3% (+1%) Changes resistances: +7%(+1%) lightning / +6%(+1%) temporal Stamina each turn: +0.40 (-) Maximum stamina: +18.00 (+6.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-5) Armour: +0 (-2) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-8) Dex / +4 Wil / +4(-) Cun Changes resistances: +10% nature / +0%(-1%) physical Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Stamina each turn: +0.00 (-2.00) Only die when reaching: +0.00 life (+40.00 life) Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-5) Armour: +1 (-1) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-4) Cun / +0(-8) Dex Changes resistances: +0%(-1%) physical Stamina each turn: +0.00 (-2.00) Only die when reaching: +0.00 life (+40.00 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. |
[vs. dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) (On hands)]rough leather gloves 'Abysswhisper' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) (+4 (+1 eff.)) Armour penetration: +0 (-5) Armour: +1 (-1) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-6) blight Changes stats: +2(-6) Dex / +0(-4) Cun Changes resistances: +15% fire / +3% mind / +0%(-1%) physical Changes damage: +3% fire Stamina each turn: +0.00 (-2.00) Only die when reaching: +0.00 life (+40.00 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. |
[vs. dwarven-steel gauntlets 'Earidin' (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-5) Armour: +2 (-) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-4) Cun / +0(-8) Dex Changes resistances: +0%(-1%) physical Stamina each turn: +0.00 (-2.00) Only die when reaching: +0.00 life (+40.00 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. |
[vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]insulating rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3 Str / +0(-3) Con Changes resistances: +6% fire / +6% cold A cap made of leather. |
[vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]Elama the Burntorrent (15 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +15 (+8 eff.) Fatigue: +5% (+4%) Changes stats: +0(-3) Con Changes resistances: +9% blight / +3% fire / +5% nature Poison immunity: +10% Only die when reaching: -20.00 life Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]grounding iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +2(-1) Con Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]stabilizing iron helm (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 (+2) Fatigue: +5% (+4%) Changes stats: +0(-3) Con Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. rough leather cap of constitution (+3) (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +4% (+3%) Changes stats: +4(+1) Con Physical save: +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Gloruma' (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-6%) acid Changes damage: +0%(-6%) mind Disease immunity: +0% (-10%) Knockback immunity: +0% (-10%) Stamina each turn: +0.00 (-3.00) 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. |
[vs. innervating elm totem of healing [power 116] (14/15 cooldown) (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. innervating elm totem of healing [power 116] (14/15 cooldown) (Tool)]miner's iron pickaxe (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. innervating elm totem of healing [power 116] (14/15 cooldown) (Tool)]miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
[vs. innervating elm totem of healing [power 116] (14/15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. soothing ash totem of healing [power 170] (14/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 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: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rika the Thalore Berserker level 15
49th Haze 122nd year of Ascendancy at 22:23 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rika the Thalore Berserker level 10
18th Haze 122nd year of Ascendancy at 22:41 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rika the Thalore Berserker level 9
17th Haze 122nd year of Ascendancy at 00:26 see stats
Log
Poltergeist Spellblaze Shard steals life from Rika!
Poltergeist Spellblaze Shard hits Rika for 68 physical, 19 blight, 23 fire, 51 physical, 23 blight, 23 fire (208 total damage).
Melee retaliation hits Poltergeist Spellblaze Shard for 5 blight, 5 blight (9 total damage).
Rika uses Death Dance.
Poltergeist Spellblaze Shard starts to bleed.
Rika hits Poltergeist Spellblaze Shard for 184 physical damage.
Bleeding from Rika hits Poltergeist Spellblaze Shard for 30 physical damage.
Bleeding from Poltergeist Spellblaze Shard hits Rika for 13 physical damage.
Weakness Disease from Poltergeist Spellblaze Shard hits Rika for 19 blight damage.
Poltergeist Spellblaze Shard uses Dominate.
Rika has been dominated!
Poltergeist Spellblaze Shard performs a melee critical strike against Rika!
Poltergeist Spellblaze Shard steals life from Rika!
Poltergeist Spellblaze Shard hits Rika for 50 physical, 23 blight, 23 fire, 77 physical, 23 blight, 23 fire (220 total damage).
Melee retaliation hits Poltergeist Spellblaze Shard for 5 blight, 5 blight (9 total damage).
Poltergeist Spellblaze Shard's Quickdraw Knife hits Rika for 91 physical damage.
Melee retaliation hits Poltergeist Spellblaze Shard for 5 blight damage.
Rika activates her innervating elm totem of healing!
Rika receives 159 healing.
Bleeding from Rika hits Poltergeist Spellblaze Shard for 30 physical damage.
Bleeding from Poltergeist Spellblaze Shard hits Rika for 13 physical damage.
Weakness Disease from Poltergeist Spellblaze Shard hits Rika for 19 blight damage.
Poltergeist Spellblaze Shard performs a melee critical strike against Rika!
Poltergeist Spellblaze Shard steals life from Rika!
Poltergeist Spellblaze Shard hits Rika for 47 physical, 19 blight, 19 fire, 48 physical, 19 blight, 19 fire (173 total damage).
Melee retaliation hits Poltergeist Spellblaze Shard for 5 blight, 5 blight (9 total damage).
Rika the level 16 thalore berserker was flamed to death by a Poltergeist Spellblaze Shard on level 2 of Ruined halfling complex.
Rika's rage subsides!
































































































