Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Krog |
Class | Wyrmic |
Level / Exp | 27 / 93% |
Size | huge |
Lifes / Deaths | Killed by snow giant boulder thrower at level 22 on the 21st Regrowth 123rd year of Ascendancy at 10:59 / 2Killed by Emitta the mean looking elven guard at level 27 on the 50th Regrowth 123rd year of Ascendancy at 13:13 |
Antimagic | Follower |
Primary Stats
Strength | 112 (base 54) |
Dexterity | 17 (base 10) |
Constitution | 27 (base 11) |
Magic | 8 (base 10) |
Willpower | 67 (base 58) |
Cunning | 14 (base 10) |
Resources
Life | -239/1251 |
Equilibrium | 129 |
Healing Factor | 1.2886945338482 |
Regeneration | 27.016311341403 |
Speed
Mental | +5.9638696952478% |
Attack | +5.9638696952478% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 4 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 58 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 31 |
Speed | 0.94 |
Offense: Offhand
Damage | 53 |
Accuracy | 47 |
Crit Chance | 7% |
APR | 25 |
Speed | 0.94 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 10% |
Speed | 0.94371789448234 |
Offense: Damage Bonus
Acid | +41% |
Blight | +8% |
Physical | +14% |
Cold | +8% |
All | 0% |
Darkness | +10% |
Lightning | +8% |
Mind | +2% |
Fire | +8% |
Nature | +12% |
Offense: Damage Penetration
Acid | +22% |
Blight | +12% |
Physical | +12% |
Cold | +27% |
All | 0% |
Darkness | +22% |
Light | +25% |
Lightning | +12% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 49.317011280365 (72.903125182002%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 35 |
Mental Save | 36 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 24%( 70%) |
Physical | + 12%( 70%) |
Cold | + 56%( 70%) |
All | + 4%( 70%) |
Darkness | + 13%( 70%) |
Light | + 13%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 42%( 70%) |
Fire | + 34%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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's current energy level is: 3. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Voremira (0 def, 7 armour) Voremira (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Changes stats: +2 Dex Changes resistances: +7% fire / +7% cold Blindness immunity: +20% Only die when reaching: -80.00 life Maximum psi: +20.00 Mindpower: +25 (+8 eff.) A pair of boots made of leather. |
Light source | Boltwither the brass lantern Boltwither the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% lightning / +2% physical Changes damage: +6% physical Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Beluwen the dwarven-steel helm (0 def, 6 armour) Beluwen the dwarven-steel helm (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes resistances: +6% temporal Physical save: +10 (+3 eff.) Mental save: +6 (+3 eff.) Teleport immunity: +10% Only die when reaching: -60.00 life Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Radiancebone (0 def, 2 armour) Radiancebone (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +6% light / +18% cold Changes resistances penetration: +25% light Life regen: +5.00 Stamina each turn: +1.30 Maximum stamina: +24.00 Light radius: +3 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel torque of gale force 'Tundrakin' [power 245] (15 cooldown) dwarven-steel torque of gale force 'Tundrakin' [power 245] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +15% cold Changes resistances penetration: +15% cold It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 279 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Jetscar JetscarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 cold Changes stats: +5 Con Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +30% acid Physical save: +10 (+3 eff.) Rings make your fingers look great! |
On fingers | savior's gold ring of perseverance savior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Stun/Freeze immunity: +32% Life regen: +3.00 Rings make your fingers look great! |
Around neck | wanderer's steel amulet of vision wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +3 Con Blindness immunity: +10% Life regen: +2.00 Stamina each turn: +0.30 Infravision radius: +4 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
In main hand | Oakquench (8-8 power, 24 apr, mind damage) Oakquench (8-8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 1) on hit: +20 fire When wielded/worn: Changes resistances: +9% nature / +6% acid Changes resistances penetration: +10% acid Changes damage: +3% acid Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Maximum psi: +21.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | hardened leather belt 'Belylerion' hardened leather belt 'Belylerion'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Con Changes resistances: +7% lightning / +8% temporal / +3% nature Spell save: +6 (+3 eff.) Maximum life: +60.00 Maximum psi: +40.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
In off hand | Vorelratha (5-6 power, 18 apr, mind damage) Vorelratha (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Damage (Melee): 4 lightning / 2 physical / 4 darkness / 3 acid / 2 fire / 4 mind / 2 cold Changes stats: +2 Wil Changes resistances: +3% lightning / +2% physical / +3% cold / +2% fire / +4% acid Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Elenurab the cashmere cloak (2 def, 0 armour) Elenurab the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% acid / +3% light Spell save: +9 (+4 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 38.77 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
Daywake the gold ring Daywake the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 32 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 19 physical Damage when hit (Melee): 6 temporal Changes stats: +4 Cun Changes resistances: +20% cold / +3% light / +3% temporal Changes damage: +10% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. TorchhackTorchhack Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances: +12% acid / +30% cold / +9% light / +12% fire Changes damage: +27% fire / +15% cold Rings make your fingers look great! |
gold ring of frost (+20%) gold ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. stralite ring of luminositystralite ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 27 light Changes stats: +5 Mag Changes damage: +10% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Snowfear' (25-30 power, 5 apr, arcane element)elven-wood magestaff 'Snowfear' (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +10% temporal Changes resistances penetration: +30% arcane / +10% cold Changes damage: +37% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.33 Maximum mana: +72.00 Spellpower: +12 (+12 eff.) Spell crit. chance: +13% Defense after a teleport: +15 Resist all after a teleport: +16% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood magestaff (25-30 power, 5 apr, lightning element)infernal elven-wood magestaff (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +16 (+14 eff.) Spell crit. chance: +4% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of enduring (42-63 power, 3 apr)balanced stralite battleaxe of enduring (42-63 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +12 (+6 eff.) Changes stats: +12 Con / +14 Wil Disarm immunity: +50% Maximum life: +98.00 Massive two-handed battleaxes. |
Ce'Nyra (47-75 power, 3 apr) Ce'Nyra (47-75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 blight / +8 temporal When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Defense: +13 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes damage: +6% arcane Disarm immunity: +46% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling stralite mace of corruption (38-54 power, 5 apr)chilling stralite mace of corruption (38-54 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). Damage (Melee): +17 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of crippling (40-56 power, 5 apr)stralite mace of crippling (40-56 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite waraxe of massacre (44-61 power, 5 apr)truestriking stralite waraxe of massacre (44-61 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +10% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing stralite dagger of massacre (34-44 power, 9 apr)arcing stralite dagger of massacre (34-44 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.0 - 44.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger of ruin (30-39 power, 9 apr)plaguebringer's stralite dagger of ruin (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +11 blight When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Critical mult.: +13.00% Disease immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of erosion (39-51 power, 9 apr)elemental voratun dagger of erosion (39-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) Damage (Melee): +14 nature When wielded/worn: Changes resistances penetration: +16% cold Changes damage: +20% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Ulazor'elven-wood longbow 'Ulazor' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +9 Dex Changes resistances: +5% arcane / +15% mind Changes resistances penetration: +14% physical Physical save: +9 (+3 eff.) Mental save: +18 (+7 eff.) Maximum vim: +20.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of grasping (20/20, 55-77 power, 14 apr)barbed quiver of elven-wood arrows of grasping (20/20, 55-77 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +11.5% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Brightnail the dwarven-steel shield (0 def, 6 armour, 40-48 power, 77 block) Brightnail the dwarven-steel shield (0 def, 6 armour, 40-48 power, 77 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 light / +10 darkness When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +6 Fatigue: +8% Changes stats: +2 Cun / +7 Mag Changes resistances: +21% fire / +19% light / +12% darkness Changes resistances penetration: +15% light / +15% fire Changes damage: +12% light / +13% darkness Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Scumwind (0 def, 8 armour, 48-58 power, 134.5 block)Scumwind (0 def, 8 armour, 48-58 power, 134.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 Damage (Melee): +37 nature Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +12 nature When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 10 nature / 10 lightning Changes resistances: +15% blight / +9% fire / +20% nature Talent granted: +1 Block Maximum life: +62.00 Handheld deflection devices. |
Artheharagrim the Duskstun (2 def, 3 armour) Artheharagrim the Duskstun (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes resistances: +6% darkness / +14% temporal / +18% light / +9% all Changes resistances penetration: +5% darkness Changes damage: +12% light / +14% temporal Physical save: +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Sepsisenvy' (0 def, 0 armour)cashmere robe 'Sepsisenvy' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 10 fire Changes stats: +2 Str / +5 Dex / +5 Con Changes resistances: +31% light / +11% all Changes resistances penetration: +25% nature Changes damage: +21% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of cold resistance (9 def, 6 armour)prismatic hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +19% cold / +13% light / +13% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Suntitan the dwarven-steel mail armour (3 def, 8 armour)Suntitan the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +23% lightning / +15% nature / +30% cold / +5% arcane / +6% mind Changes resistances penetration: +25% fire A suit of armour made of mail. |
dwarven-steel mail armour 'Umbraking' (3 def, 9 armour) =depths= dwarven-steel mail armour 'Umbraking' (3 def, 9 armour) =depths=Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 26% Changes resistances: +7% acid / +26% cold / +7% mind / +3% darkness Allows you to breathe in: water Mental save: +12 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour (4 def, 8 armour)fortifying stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Con Maximum life: +44.00 A suit of armour made of mail. |
Unrolen the Ravenmight (0 def, 1 armour) Unrolen the Ravenmight (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane / +21% cold Changes damage: +6% darkness Spell save: +3 (+1 eff.) Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of strife (0 def, 3 armour)insulating pair of hardened leather boots of strife (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Con / +4 Wil Changes resistances: +9% fire / +10% cold Changes resistances penetration: +7% physical Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. steady voratun gauntlets of magic (+3) (0 def, 3 armour)steady voratun gauntlets of magic (+3) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Mag Changes damage: +8% arcane Physical save: +8 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +33% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +10 arcane Damage (radius 2) on crit: +12 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel helm 'Gymildanor' (0 def, 4 armour) =depths= dwarven-steel helm 'Gymildanor' (0 def, 4 armour) =depths=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +1 Mag Changes resistances: +15% temporal / +11% 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. |
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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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. |
5 aquamarine 5 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. |
5 opal 5 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
7 amethyst 7 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 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. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
358 alchemist agate 358 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of deeplife (dig speed 24 turns)dwarven-steel pickaxe of deeplife (dig speed 24 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness Damage affinity(heal): +15% darkness Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+10 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of psionic shield [power 25] (25 cooldown) soothing iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of mindblast [power 240] (15 cooldown) focusing dwarven-steel torque of mindblast [power 240] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Chillswift [power 116] (15 cooldown) Chillswift [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Con Changes resistances: +6% cold / +2% physical Changes resistances penetration: +5% cold Changes damage: +9% cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 116] (15 cooldown) elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 130 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. |
Brightwild [power 165] (25 cooldown) Brightwild [power 165] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +15% cold Changes damage: +6% fire Reduces incoming crit damage: 10.00% Light radius: +2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 370 Base Damage: 200 Armor: 10 All Resist: 14 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Mayurigada the Voidshear [power 296] (15 cooldown)Mayurigada the Voidshear [power 296] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce damage dealt by 26% Changes resistances: +20% darkness Changes resistances penetration: +5% darkness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (319 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Krogchamp the Krog Wyrmic level 18
54th Haze 122nd year of Ascendancy at 13:03 see stats
By Krogchamp the Krog Wyrmic level 10
6th Haze 122nd year of Ascendancy at 20:05 see stats
By Krogchamp the Krog Wyrmic level 21
16th Regrowth 123rd year of Ascendancy at 13:16 see stats
By Krogchamp the Krog Wyrmic level 27
43rd Regrowth 123rd year of Ascendancy at 14:57 see stats
By Krogchamp the Krog Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 00:12 see stats
By Krogchamp the Krog Wyrmic level 20
1st Decay 122nd year of Ascendancy at 00:19 see stats
By Krogchamp the Krog Wyrmic level 22
18th Regrowth 123rd year of Ascendancy at 04:48 see stats
By Krogchamp the Krog Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 00:13 see stats
By Krogchamp the Krog Wyrmic level 25
34th Regrowth 123rd year of Ascendancy at 08:01 see stats
By Krogchamp the Krog Wyrmic level 21
3rd Decay 122nd year of Ascendancy at 05:56 see stats
By Krogchamp the Krog Wyrmic level 15
33rd Haze 122nd year of Ascendancy at 03:07 see stats
By Krogchamp the Krog Wyrmic level 22
21st Regrowth 123rd year of Ascendancy at 10:59 see stats
Log
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Krogchamp uses Infusion: Primal.
Krogchamp attunes to the wild.
Krogchamp uses Infusion: Movement.
Krogchamp is moving at extreme speed!
You panic and flee from Emitta the mean looking elven guard.
You panic and flee from Emitta the mean looking elven guard.
Krogchamp HEALS from physical damage!
Krogchamp HEALS from darkness damage!
Krogchamp HEALS from mind damage!
Bleeding from Emitta the mean looking elven guard hits Krogchamp for 78 physical damage.
Deep Wound from Emitta the mean looking elven guard hits Krogchamp for 57 physical damage.
Haunted from Emitta the mean looking elven guard hits Krogchamp for 62 mind, 40 darkness (101 total damage).
You panic and flee from Emitta the mean looking elven guard.
Krogchamp uses Nature's Touch.
Krogchamp slows down.
Krogchamp receives 5 healing.
Krogchamp is no longer panicked
Krogchamp feels pain again.
Krogchamp HEALS from physical damage!
Deep Wound from Emitta the mean looking elven guard hits Krogchamp for 57 physical damage.
Bleeding from Emitta the mean looking elven guard hits Krogchamp for 78 physical damage.
Krogchamp the level 27 krog wyrmic was swiped to death by Emitta the mean looking elven guard on level 1 of Dark crypt.