








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 24 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Islowen the giant green ant at level 24 on the 55th Dusk 122nd year of Ascendancy at 09:24 / 1 |
Primary Stats
| Strength | 76 (base 53) |
| Dexterity | 25 (base 14) |
| Constitution | 28 (base 10) |
| Magic | 51 (base 41) |
| Willpower | 25 (base 16) |
| Cunning | 27 (base 10) |
Resources
| Life | -37/694 |
| Positive | 27/119 |
| Stamina | 208/216 |
| Vim | 175/192 |
| Healing Factor | 1.1456298990389 |
| Regeneration | 0.28640747475971 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 44 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +62% |
| Mind | +9% |
| Blight | +11% |
| Arcane | +4% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +30% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 26 (35.65183292883%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 41%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 38% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 203.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by ghfAL. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | pair of hardened leather boots 'Glimmerquick' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +2 Dex / +2 Mag / +4 Cun Silence immunity: +38% Confusion immunity: +25% Stun/Freeze immunity: +34% Light radius: +2 See invisible: +12 A pair of boots made of leather. |
| Light source | StarterrorPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% cold / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +24% light Light radius: +4 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% 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 | voratun helm 'Polovena' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +5 Wil Changes resistances: +9% temporal / +8% cold / +13% fire Allows you to breathe in: water Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +4 (+2 eff.) Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eilinathra the Glacierpall [power 1] (17/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% cold Critical mult.: +5.00% Maximum hate: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Gorisus'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Cun / +5 Dex Changes resistances: +22% light / +5% arcane Changes damage: +11% light / +9% mind Blindness immunity: +24% Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
| On fingers | PolydhenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Fatigue: -5% Changes stats: +1 Con Changes resistances: +3% mind Changes resistances penetration: +15% physical Critical mult.: +5.00% Maximum encumbrance: +21 Maximum stamina: +10.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Duvuchak'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Changes resistances: +9% mind / +9% acid Stealth bonus: +5 Cut immunity: +10% A belt that goes around your waist. |
| In main hand | Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 76 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| On hands | hardened leather gloves 'Glarestrider' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 3 acid / 5 cold / 4 fire / 10 arcane / 5 lightning Changes stats: +3 Str / +3 Dex / +8 Mag / +6 Wil / +2 Cun Changes resistances: +6% blight / +5% arcane / +3% light Changes resistances penetration: +15% light Changes damage: +4% arcane / +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Spellpower: +10 (+3 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +4 ice / +5 acid / +7 fire / +8 arcane / +10 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Brightwend' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% blight / +10% darkness / +10% mind / +9% all Changes resistances penetration: +15% light Changes damage: +11% blight / +21% light / +8% darkness Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +21 (+11 eff.) Mana each turn: +0.04 Spellpower: +7 (+2 eff.) Spell crit. chance: +6% Light radius: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Grinudorig (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Physical power: +20 (+5 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +1% physical / +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 | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 7/60. The evilness of undeath radiates from this amulet. |
Inventory
Aeraldath the BloombloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Spell save: +6 (+3 eff.) Blindness immunity: +12% Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
FulirevonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +15 (+7 eff.) Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +20% physical Changes damage: +6% physical Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Ivyba the Toxintouch Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 8 nature Changes resistances: +9% mind / +3% light Changes damage: +12% nature Stun/Freeze immunity: +26% Life regen: +3.00 Light radius: +2 Rings make your fingers look great! |
copper ring 'Elildanne'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce armor by 33% Changes stats: +1 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel battleaxe of daylight (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 light Damage against: +16% Undead When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +25% Massive two-handed battleaxes. |
iron greatmaul of massacre (132% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
Eilinalema the Festerblur (127% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Changes stats: +1 Str / +2 Mag Light radius: +1 Massive two-handed swords. |
Flashpython the iron greatsword (122% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 122% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes resistances: +12% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of massacre (156% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
iron greatsword (112% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
steel greatsword 'Gloseta' (124% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +9 Con / +7 Wil Changes resistances: +5% arcane Disarm immunity: +28% Knockback immunity: +20% Life regen: +2.00 Maximum life: +23.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Nature's Vengeance (150% power, 4 apr) Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
iron mace (104% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mighty hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +13 fire When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
Penitence (111% power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
This item will automatically be transmogrified when you leave the level.ash starstaff (111% power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff (120% power, 4 apr, arcane element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Ereladuhor the ObsidianpainCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str / +5 Wil / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +5% mind Stealth bonus: +8 Light radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Aeruma'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +2 Dex Maximum encumbrance: +21 Equilibrium when hit: +0.12 Only die when reaching: -40.00 life Maximum stamina: +30.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Falintir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness / +18% temporal / +6% mind / +3% cold Poison immunity: +10% Healing mod.: +5% Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galazor the Galeweeper (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% lightning Changes resistances penetration: +10% lightning / +5% cold / +5% arcane Changes damage: +6% arcane Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Squalorking (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Cun / +3 Mag Changes resistances: +3% blight Changes damage: +3% nature Physical save: +6 (+2 eff.) Silence immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Raventreason' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Dex / +3 Wil / +3 Cun / +1 Con Changes damage: +15% darkness Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Durobar the cashmere robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all Changes resistances penetration: +15% mind Spell save: +20 (+10 eff.) Mental save: +23 (+11 eff.) Mana each turn: +0.21 Psi each turn: +0.10 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getorach (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% temporal / +18% light / +12% darkness / +5% arcane / +12% mind / +9% all Changes resistances penetration: +15% temporal Changes damage: +14% temporal / +12% light / +9% arcane Physical save: +13 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +25 (+12 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belayawen the Blastlash (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 mind Changes resistances: +29% lightning / +8% temporal / +12% nature / +3% acid Changes damage: +9% lightning A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Brodalach the Morningwinnow (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +11 Dex / +2 Mag / +3 Cun / +3 Con Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Physical save: +14 (+5 eff.) Mental save: +15 (+8 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nereyanor the pair of rough leather boots (10 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +1 Defense: +10 (+5 eff.) Changes stats: +1 Dex / +1 Mag Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Runyrin (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes resistances: +6% mind Changes resistances penetration: +15% blight Maximum encumbrance: +28 Physical save: +10 (+4 eff.) Mana each turn: +0.04 Maximum mana: +80.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xereldanor (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +2 Mag Maximum encumbrance: +23 Physical save: +9 (+3 eff.) Disease immunity: +20% Disarm immunity: +20% Only die when reaching: -80.00 life Maximum life: +60.00 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 dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% 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 dwarven-steel boots 'Porelratira' (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +5 Cun Changes resistances: +12% temporal / +8% fire / +12% mind / +8% cold Disease immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Mucusarc' (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +13 Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str Changes resistances: +8% lightning / +5% temporal / +6% cold Changes damage: +9% physical A pair of boots made of leather. |
Isluriwyn (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +1 Str / +3 Dex / +1 Wil Changes resistances: +6% darkness Changes damage: +3% darkness Light radius: +3 When used to modify unarmed attacks: Power: 105% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
Plaguehash the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 44% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 5 lightning Damage when hit (Melee): 2 nature Changes resistances: +6% lightning Changes resistances penetration: +25% light Changes damage: +7% lightning / +3% nature Light radius: +1 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +7 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Dagogas (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Mag / +3 Wil Changes resistances: +6% darkness Changes damage: +6% blight / +7% arcane Blindness immunity: +10% Poison immunity: +10% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivugama the 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: Physical crit. chance: +5.0% Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Con Changes resistances: +6% fire / +5% cold Changes resistances penetration: +10% arcane Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.insulating cashmere wizard hat of balance (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% fire / +8% cold Equilibrium when hit: +0.80 Psi when hit: +1.80 Hate when hit: +1.30 A pointy cloth hat, very wizardly... |
iron helm 'Morningwill' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Con Changes resistances: +6% light / +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frostwill (10 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Fatigue: +22% Damage when hit (Melee): 6 temporal Changes resistances: +6% acid / +6% physical / +12% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +21% Only die when reaching: -20.00 life Healing mod.: +10% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Chamysarig the Rimepyre (18/18, 140% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +13.5% Capacity: 18 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 cold Damage (radius 1) on hit: +8 mind / +20 cold Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
3 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. |
3 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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. |
3 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindwend (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +6% darkness / +3% cold / +11% nature / +3% mind Changes damage: +5% nature Teleport immunity: +10% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scorchoath the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +1 Str Changes resistances: +6% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
PolonorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Changes stats: +2 Cun Changes resistances: +5% arcane / +3% nature Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +8 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. |
Zubima the PhoenixcryptInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% fire Mental save: +6 (+3 eff.) Knockback immunity: +10% Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Silama'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +20% mind Changes damage: +6% mind / +15% acid 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. |
This item will automatically be transmogrified when you leave the level.scorching alchemist's lamp of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +10 (+5 eff.) Light radius: +4 See stealth: +11 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pyreusher the steel torque of psionic shield [power 45] (17/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +5% fire Changes damage: +6% acid It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Silyvena [power 245] (17/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Spellpower on spell critical (stacks up to 3 times): +4 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 51. * Increase all damage by 15% for 2 turns. * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Poryldasebeth [power 278] (17/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +12% nature / +3% mind Spell save: +9 (+4 eff.) Only die when reaching: -40.00 life It can be used to sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ghfAL the Ghoul Sun Paladin level 23
47th Dusk 122nd year of Ascendancy at 22:17 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ghfAL the Ghoul Sun Paladin level 24
49th Dusk 122nd year of Ascendancy at 12:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ghfAL the Ghoul Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 05:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ghfAL the Ghoul Sun Paladin level 20
32nd Dusk 122nd year of Ascendancy at 22:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ghfAL the Ghoul Sun Paladin level 21
34th Dusk 122nd year of Ascendancy at 12:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ghfAL the Ghoul Sun Paladin level 9
7th Mirth 122nd year of Ascendancy at 19:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ghfAL the Ghoul Sun Paladin level 11
4th Flare 122nd year of Ascendancy at 18:36 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ghfAL the Ghoul Sun Paladin level 22
44th Dusk 122nd year of Ascendancy at 05:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ghfAL the Ghoul Sun Paladin level 21
34th Dusk 122nd year of Ascendancy at 14:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ghfAL the Ghoul Sun Paladin level 16
14th Dusk 122nd year of Ascendancy at 04:36 see stats
Log
GhfAL is lost in despair!
Melee retaliation hits Islowen the giant green ant for (8 to psi shield), (5 to ice), 8 light, (0 to ice), 1 mind (8 total damage).
Islowen the giant green ant is free from the ice.
GhfAL overcomes the gloom
GhfAL slows down.
GhfAL casts Mark of Light.
Islowen the giant green ant is marked by light!
GhfAL uses Stunning Blow.
Islowen the giant green ant starts to bleed.
Islowen the giant green ant is stunned!
ghfAL misses Islowen the giant green ant.
ghfAL hits Islowen the giant green ant for (44 to psi shield), 67 physical, 3 lightning, (8 to psi shield), 12 light, (1 to psi shield), 2 fire, (1 to psi shield), 1 acid, (1 to psi shield), 2 cold, (3 to psi shield), 5 arcane, (25 to psi shield), 37 physical, (3 to psi shield), 4 physical (132 total damage).
Weapon of Wrath hits Islowen the giant green ant for (42 to psi shield), 63 fire (63 total damage).
ghfAL receives 31 healing from Mark of Light from GhfAL.
Islowen the giant green ant performs a melee critical strike against ghfAL!
Islowen the giant green ant damages himself through Martyrdom!
Islowen the giant green ant hits ghfAL for 176 physical, 8 arcane (183 total damage).
ghfAL hits Islowen the giant green ant for (6 to psi shield), 9 physical, (0 to psi shield), 0 arcane (9 total damage).
Melee retaliation hits Islowen the giant green ant for (8 to psi shield), 13 light, 1 mind (13 total damage).
Islowen the giant green ant damages himself through Martyrdom!
ghfAL hits Islowen the giant green ant for (3 to psi shield), 5 physical (5 total damage).
Bleeding from GhfAL hits Islowen the giant green ant for (3 to psi shield), 4 physical (4 total damage).
Melee retaliation hits Islowen the giant green ant for (8 to psi shield), 13 light, 1 mind (13 total damage).
Islowen the giant green ant's Beyond the Flesh hits ghfAL for 104 physical damage.
Islowen the giant green ant damages himself through Martyrdom!
Islowen the giant green ant hits ghfAL for 110 physical damage.
ghfAL hits Islowen the giant green ant for (4 to psi shield), 5 physical (5 total damage).
Melee retaliation hits Islowen the giant green ant for (8 to psi shield), 13 light, 1 mind (13 total damage).
ghfAL the level 24 ghoul sun paladin was bled to death by Islowen the giant green ant on level 1 of Dreadfell.






































































































