Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Rogue |
Level / Exp | 20 / 56% |
Size | medium |
Lifes / Deaths | Killed by Xanywe the ink squid at level 20 on the 25th Dusk 122nd year of Ascendancy at 20:26 / 1 |
Primary Stats
Strength | 72 (base 48) |
Dexterity | 60 (base 48) |
Constitution | 73 (base 48) |
Magic | 49 (base 48) |
Willpower | 47 (base 48) |
Cunning | 48 (base 48) |
Resources
Life | 736/736 |
Stamina | 9/266 |
Healing Factor | 1.4532367149758 |
Regeneration | 8.3561111111111 |
Speed
Mental | -25% |
Attack | -25% |
Movement | 0% |
Spell | -25% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
See Stealth | 71.640165020346 |
See Invisible | 71.640165020346 |
Offense: Mainhand
Damage | 76 |
Accuracy | 62 |
Crit Chance | 28% |
APR | 18 |
Speed | 1.33 |
Offense: Offhand
Damage | 66 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 19 |
Speed | 1.33 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 17% |
Speed | 1.3333333333333 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 12% |
Speed | 1.3333333333333 |
Offense: Damage Bonus
Light | +3% |
Blight | +6% |
Cold | +10% |
Mind | +12% |
Fire | -7% |
Offense: Damage Penetration
Blight | +5% |
Acid | +25% |
Light | +15% |
Defense: Base
Armour (hardiness) | 23 (74.117647058824%) |
Defense | 49 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 31 |
Mental Save | 30 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 29%( 70%) |
All | + 15%( 70%) |
Lightning | + 28%( 70%) |
Light | + 20%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Bleed Resistance | 100% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Poison Resistance | 85% |
Instadeath Resistance | 100% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 37.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Artifice | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Trapping | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Lacerating Strikes |
detrimental effect | The target is poisoned, taking 2.14 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 110 - 154 Accuracy: 77 (knife) APR: 22 Crit Chance: +49% Crit mult: 209% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is poisoned, taking 42.66 nature damage per turn. Deadly Poison |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You failed to protect the lost anorithil from death by Mayirin the giant army ant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Gloryriassra the orc warrior. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by Xasevea the giant fire ant. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Falydas the Starimmortal (0 def, 6 armour) Falydas the Starimmortal (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes damage: +3% light / +3% fire Light radius: +1 Infravision radius: +1 A pair of boots made of leather. |
Quiver | Boroharaderain the Furnaceripper (20/20, 14.5-20.3 power, 5 apr) Boroharaderain the Furnaceripper (20/20, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Damage (Ranged): +8 bleed / +4 fire Burst (radius 2) on crit: +4 mind / +8 fire Arrows are used with bows to pierce your foes to death. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 13 power out of 25/25) : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 80.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 80.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | iron helm 'Barigund' (9 def, 3 armour) iron helm 'Barigund' (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +2 Dex Changes resistances: +3% temporal Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Layatira the Dazzlesever (0 def, 1 armour) Layatira the Dazzlesever (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +15% light Critical mult.: +10.00% Life regen: +1.10 Stamina each turn: +0.60 Mana when firing critical spell: +1.00 Maximum stamina: +12.00 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Dairegrim the iron pickaxe (dig speed 35 turns) Dairegrim the iron pickaxe (dig speed 35 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to disease Changes stats: +1 Str / +1 Mag Changes resistances: +5% arcane Changes damage: +6% blight Poison immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +15% Maximum mana: +22.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Belyth the steel ring Belyth the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances penetration: +25% acid Physical save: +9 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
On fingers | Gilesazor the Glowblack Gilesazor the GlowblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% mind / +6% light Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
Around neck | Arthufang the copper amulet Arthufang the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +11% mind Confusion immunity: +20% Psi when hit: +0.04 Maximum psi: +30.00 Healing mod.: +15% Amulets can have magical properties. |
In main hand | Brightsaw the iron dagger (16-20.8 power, 5 apr) Brightsaw the iron dagger (16-20.8 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +15% mind Changes damage: +12% mind Sharp, short and deadly. |
Around waist | reinforced rough leather belt of unlife reinforced rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Changes resistances: +6% blight Physical save: +11 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Ivylaith the steel dagger (17-22.1 power, 6 apr) Ivylaith the steel dagger (17-22.1 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +5% blight Sharp, short and deadly. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | cured leather armour 'Bleakreign' (2 def, 4 armour) cured leather armour 'Bleakreign' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +15% lightning / +17% cold / +3% darkness Life regen: +3.40 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the duelist (rad 5; power 51; turns 5; dispels darkness)sun infusion of the duelist (rad 5; power 51; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 51) for 5 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 13%; cure magical)wild infusion (resist 13%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Kuharaldil the gold amuletKuharaldil the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Changes stats: +5 Con Changes resistances: +22% mind / +6% blight Physical save: +9 (+3 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +10% Confusion immunity: +32% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. SilomiraSilomira Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Wil Changes resistances: +6% acid / +12% fire / +6% mind Mental save: +40 (+17 eff.) Disease immunity: +30% Disarm immunity: +20% Confusion immunity: +19% Mindpower: +10 (+4 eff.) Amulets can have magical properties. |
serendipitous copper amulet of vision serendipitous copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +7 Lck Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold ring of light (+24%)warrior's gold ring of light (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Glintquencher (23-34.5 power, 2 apr) Glintquencher (23-34.5 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature / +31 insidious poison When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 12 acid Changes stats: +3 Dex Changes resistances: +3% light Light radius: +1 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite dagger of dampening (29.5-38.35 power, 9 apr)stralite dagger of dampening (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid / +9% fire / +9% cold / +9% lightning Spell save: +8 (+4 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Gydethad (33-52.8 power, 2 apr)Gydethad (33-52.8 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +17 nature / +19 temporal Burst (radius 1) on hit: +20 physical When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning Mental save: +12 (+6 eff.) Stun/Freeze immunity: +10% Maximum life: +30.00 Massive two-handed swords. |
ash longbow 'Shimmerburst' ash longbow 'Shimmerburst'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +4 Str Changes resistances: +9% lightning Changes resistances penetration: +12% physical Changes damage: +6% lightning / +14% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Dimhunt (22-30.8 power, 4 apr)Dimhunt (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +11% mind / +26% darkness Mental save: +30 (+13 eff.) Blindness immunity: +25% Stun/Freeze immunity: +10% Knockback immunity: +20% Sharp, long, and deadly. |
Delokan the steel mace (13-18.2 power, 3 apr) Delokan the steel mace (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Defense: +8 (+2 eff.) Changes damage: +3% physical Disarm immunity: +26% Stamina each turn: +0.40 Only die when reaching: -40.00 life Blunt and deadly. |
dwarven-steel mace 'Hathyduyon' (27-37.8 power, 4 apr) dwarven-steel mace 'Hathyduyon' (27-37.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +17 mind When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +2% physical / +3% mind Changes resistances penetration: +5% temporal Blunt and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 234.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar of clarity (13-14.3 power, 32 apr, nature damage)nature's pulsing mindstar of clarity (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +6% nature Mental save: +6 (+3 eff.) Disease immunity: +12% Maximum psi: +24.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
thorny mindstar 'Brightsting' (9-9.9 power, 24 apr, mind damage) thorny mindstar 'Brightsting' (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Changes resistances: +2% blight / +3% acid Changes damage: +4% nature Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+2 eff.) Disease immunity: +15% Equilibrium when hit: +0.80 Mindpower: +11 (+4 eff.) Mental crit. chance: +5% 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. |
Veluyanor VeluyanorRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Physical power: +8 (+2 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +3% blight / +3% light Slings are used to hurl stones or metal shots at your foes. |
Beusadil the yew vilestaff (20-24 power, 4 apr, acid element) Beusadil the yew vilestaff (20-24 power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Maximum wards: +3 acid Changes resistances penetration: +10% blight Changes damage: +20% acid Talents granted: +1 Command Staff +3 Ward Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +44.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Glytha the Glowvortex (15-18 power, 3 apr, temporal element)Glytha the Glowvortex (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 11% chance to blind Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +25.00% Maximum psi: +50.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Mindpower: +4 (+2 eff.) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 74.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 3 power out of 6/6) : Effective talent level: 3.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 90.05 physical damage to all targets in line, and inflicting bleeding for another 45.03 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Morningcrack the yew vilestaff (20-24 power, 4 apr, darkness element) Morningcrack the yew vilestaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Physical crit. chance: +8.0% Changes stats: +2 Wil / +2 Mag Changes resistances: +6% light Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Maximum mana: +27.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +9% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Velulaith (15-18 power, 3 apr, darkness element) Velulaith (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 acid When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 40 power out of 80/80) : Effective talent level: 1.0 Power cost: 40 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.18 cold damage and 10.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Falyfang (13-18.2 power, 3 apr) Falyfang (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Armour penetration: +7 Physical crit. chance: +13.0% Damage when hit (Melee): 12 acid Changes damage: +6% physical Critical mult.: +12.00% Maximum life: +10.00 One-handed war axes. |
Polumira (26.5-37.1 power, 3 apr) Polumira (26.5-37.1 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +5% Living When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances penetration: +10% arcane Infravision radius: +2 One-handed war axes. |
Salurethra the steel waraxe (11-15.4 power, 3 apr) Salurethra the steel waraxe (11-15.4 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 insidious poison / +8 darkness Damage against: +8% Living When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Str / +2 Con Disarm immunity: +20% Maximum stamina: +5.00 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 / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). 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. |
Skyminister the steel waraxe (11-15.4 power, 3 apr) Skyminister the steel waraxe (11-15.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +10 cold / +16 temporal When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +9% acid Changes resistances penetration: +15% lightning One-handed war axes. |
Zuburibeth (13.5-18.9 power, 3 apr) Zuburibeth (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +6 darkness / +4 mind Damage against: +8% Living When wielded/worn: Changes stats: +3 Wil One-handed war axes. |
Galolatharak the hardened leather belt Galolatharak the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Spell save: +7 (+3 eff.) Mental save: +5 (+3 eff.) Life regen: +1.50 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Maximum psi: +10.00 Mindpower: +6 (+3 eff.) Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +30 Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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. |
This item will automatically be transmogrified when you leave the level. NogornNogorn Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +10 Cun Changes resistances: +10% cold / +10% fire Changes resistances penetration: +15% mind Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% A belt that goes around your waist. |
Gotha (5 def, 0 armour) Gotha (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +5 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +2 Wil Changes resistances: +16% acid / +6% lightning / +6% cold / +6% nature / +7% fire Mental save: +8 (+4 eff.) Stun/Freeze immunity: +5% Knockback immunity: +10% Maximum life: +53.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% 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. grounding pair of dwarven-steel boots (0 def, 4 armour)grounding pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +8% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Demonbearer' (0 def, 3 armour)pair of hardened leather boots 'Demonbearer' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +5% arcane / +20% darkness Changes resistances penetration: +25% darkness / +25% arcane Spellpower: +5 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots (0 def, 4 armour)traveler's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +29 Physical save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 4 power out of 24/24) : Effective talent level: 3.0 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.95 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 3 power out of 6/6) : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 146.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 10 power out of 30/30) : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.87 to 101.60 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm (0 def, 4 armour)insulating dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% cold / +5% fire 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. stabilizing hardened leather cap of strength (+4) (0 def, 3 armour)stabilizing hardened leather cap of strength (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Physical save: +13 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Ce'Nirin the Gloomtorrent (3 def, 6 armour)Ce'Nirin the Gloomtorrent (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +12% darkness / +31% blight / +6% fire / +15% nature / +9% cold Changes resistances penetration: +10% darkness Reduced damage from: +11% Unnatural Spell save: +20 (+9 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of clarity (4 def, 7 armour)cleansing reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +14% blight / +14% nature / +6% mind Mental save: +22 (+11 eff.) A suit of armour made of leather. |
reinforced leather armour 'Adetta' (14 def, 15 armour) reinforced leather armour 'Adetta' (14 def, 15 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +14 (+4 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 7 darkness Changes stats: +4 Cun Changes resistances: +12% blight / +26% temporal / +24% darkness / +21% cold Changes resistances penetration: +15% mind Changes damage: +6% blight Mental save: +18 (+9 eff.) Defense after a teleport: +20 Resist all after a teleport: +22% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 13 turns. A suit of armour made of leather. |
Cinderclamor the dwarven-steel shield (20 def, 2 armour, 84.5 block) Cinderclamor the dwarven-steel shield (20 def, 2 armour, 84.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +20 (+6 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +6% darkness / +6% light / +12% arcane Talent granted: +3 Block Deflect projectiles away: +14% Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Ulygorn (12 def, 2 armour, 41.5 block) Ulygorn (12 def, 2 armour, 41.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +12 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +17% cold / +12% physical Changes resistances penetration: +5% blight Talent granted: +2 Block Deflect projectiles away: +5% Handheld deflection devices. |
dwarven-steel shield 'Xanureta' (11 def, 2 armour, 87.5 block) dwarven-steel shield 'Xanureta' (11 def, 2 armour, 87.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +12% Damage (Melee): 6 fire Damage when hit (Melee): 13 ice / 13 fire Changes stats: +3 Wil Changes resistances: +10% cold / +16% physical / +6% darkness / +5% arcane Talent granted: +3 Block Healing mod.: +15% Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
4 spinel 4 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. |
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 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 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 9 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 50% 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Islivena [power 25] (10 cooldown) Islivena [power 25] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% acid / +1% physical Blindness immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Yvatira the yew wand of firewall [power 149] (3 cooldown) Yvatira the yew wand of firewall [power 149] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Physical save: +12 (+4 eff.) Life regen: +0.60 It can be used to creates a wall of flames lasting 4 turns (dealing 139 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mendoras the Ghoul Rogue level 5
3rd Mirth 122nd year of Ascendancy at 08:24 see stats
By Mendoras the Ghoul Rogue level 10
3rd Summertide 122nd year of Ascendancy at 05:30 see stats
By Mendoras the Ghoul Rogue level 20
23rd Dusk 122nd year of Ascendancy at 07:58 see stats
By Mendoras the Ghoul Rogue level 20
24th Dusk 122nd year of Ascendancy at 19:48 see stats
By Mendoras the Ghoul Rogue level 5
3rd Mirth 122nd year of Ascendancy at 08:28 see stats
By Mendoras the Ghoul Rogue level 12
10th Flare 122nd year of Ascendancy at 22:30 see stats
By Mendoras the Ghoul Rogue level 5
3rd Mirth 122nd year of Ascendancy at 08:24 see stats
By Mendoras the Ghoul Rogue level 5
3rd Mirth 122nd year of Ascendancy at 08:24 see stats
Log
Mendoras hits Something for 2 mind, 2 mind (3 total damage).
Mendoras misses Something.
Mendoras misses Something.
Mendoras is not crippled anymore.
Mendoras is poisoned!
Mendoras is poisoned!
Something hits Mendoras for 160 physical, 2 nature, 186 physical, 1 nature (350 total damage).
Mendoras hits Something for 2 mind, 2 mind (3 total damage).
Insidious Poison from Xanywe the ink squid hits Mendoras for 2 nature damage.
Deadly Poison from Xanywe the ink squid hits Mendoras for 24 nature damage.
Mendoras misses Something.
Mendoras misses Something.
Mendoras is disarmed!
Mendoras is crippled.
Something hits Mendoras for (23 parried), 110 physical, 2 nature, 200 physical, 1 nature (314 total damage).
Mendoras hits Something for 2 mind, 2 mind (4 total damage).
Insidious Poison from Xanywe the ink squid hits Mendoras for 2 nature damage.
Deadly Poison from Xanywe the ink squid hits Mendoras for 49 nature damage.
Something hits Mendoras for 158 physical, 2 nature, 162 physical, 1 nature (323 total damage).
Mendoras hits Something for 2 mind, 2 mind (4 total damage).
Something hits Mendoras for 170 physical, 2 nature, 199 physical, 1 nature (374 total damage).
Insidious Poison from Xanywe the ink squid hits Mendoras for 2 nature damage.
Deadly Poison from Xanywe the ink squid hits Mendoras for 49 nature damage.
Mendoras hits Something for 4 mind, 2 mind (6 total damage).
Mendoras resists the stunning strike!
Poison bursts out of Mendoras's corpse!
Saving game...