













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 24 / 45% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 3 on the 75th Pyre 122nd year of Ascendancy at 15:45 4 / 2Killed by onilug at level 21 on the 7th Regrowth 123rd year of Ascendancy at 08:27 |
Antimagic | Follower |
Primary Stats
Strength | 48 (base 12) |
Dexterity | 57 (base 20) |
Constitution | 41 (base 41) |
Magic | 10 (base 10) |
Willpower | 68.217808059971 (base 30) |
Cunning | 59.608904029985 (base 31) |
Resources
Life | 446/446 |
Equilibrium | 18 |
Psi | 95/138 |
Healing Factor | 1.7781403954778 |
Regeneration | 5.7789562853028 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +59.30768307989% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 100 |
Accuracy | 55 |
Crit Chance | 26% |
APR | 87 |
Speed | 1.00 |
Offense: Offhand
Damage | 92 |
Accuracy | 55 |
Crit Chance | 26% |
APR | 87 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Physical | +22% |
Cold | +14% |
All | +2% |
Darkness | +11% |
Mind | +31% |
Lightning | +72% |
Fire | +20% |
Nature | +14% |
Offense: Damage Penetration
Lightning | +25% |
Light | +10% |
Fire | +20% |
Darkness | +5% |
Cold | +5% |
Mind | +70% |
Nature | +7% |
Defense: Base
Armour (hardiness) | 66 (47.587431589752%) |
Defense | 58 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 31 |
Mental Save | 42 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 32%( 70%) |
All | + 9%( 70%) |
Lightning | + 28%( 70%) |
Light | + 24%( 70%) |
Physical | + 30%( 70%) |
Mind | + 27%( 70%) |
Fire | + 44%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Bleed Resistance | 20% |
Confusion Resistance | 49% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Psionic / Charged mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Skate |
talent | Thermal Shield |
talent | Psiblades |
talent | Beyond the Flesh |
talent | Charged Shield |
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 |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Minotaur. * 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 |
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 Prox 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 71. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+8.0 - +20.8) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (-60) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +12% lightning / +12% cold / +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) The blade glows faintly blue, and reflects a sky full of stormy clouds. Tap to cycle through comparison choices |
On hands | ![]() Hathedin the Skylace (10 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +4.0% (-) Armour: +2 (-) Defense: +10 (+4 eff.) (-) Fatigue: +3% (-) Damage (Melee): 9(-) lightning Changes resistances: +6%(-) lightning Changes resistances penetration: +10%(-) light Changes damage: +22%(-) lightning / +12%(-) physical Only die when reaching: -40.00 life (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Gikira the Boltsteel Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage (Melee): 0(-20) item nature slow Changes resistances: +9%(-) lightning / +5%(-) arcane Changes damage: +18%(-) lightning Physical save: +8 (+4 eff.) (-) Light radius: +4 (-) Healing mod.: +15% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() voratun helm 'Gloomwrest' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 (-) Armour: +5 (-) Fatigue: +5% (-) Effects on melee hit: * 10% chance to slow global speed by 64% * 20 arcane resource burn Damage (Melee): 0(-10) item nature slow / 0(-20) item manaburn arcane Changes stats: +3(-) Cun / +4(-) Dex Changes resistances: +6%(-) nature Changes resistances penetration: +5%(-) darkness Changes damage: +3%(-) darkness Healing mod.: +20% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Dagezilandil the pair of hardened leather boots (10 def, 11 armour) Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +10 (+4 eff.) (-) Fatigue: -7% (-) Changes damage: +9%(-) mind Maximum encumbrance: +29 (-) Physical save: +10 (+5 eff.) (-) Spell save: +15 (+7 eff.) (-) Cut immunity: +20% (-) Teleport immunity: +20% (-) Mental crit. chance: +3% (-) A pair of boots made of leather. This item has been sent to the Item's Vault. |
Tool | ![]() Duskravage the dragonbone totem of healing [power 350] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6%(-) light Changes resistances penetration: +25%(-) mind Changes damage: +6%(-) darkness Equilibrium when hit: +0.08 (-) Psi when hit: +0.20 (-) Mental crit. chance: +3% (-) It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +3.00 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | ![]() Zisus the Shocksorrow Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Damage when hit (Melee): 4 lightning Changes stats: +8(+4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes resistances penetration: +25% mind / +25% lightning Changes damage: +18% lightning / +12% fire / +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Blizzardfear Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +9%(-) cold Changes resistances penetration: +5%(-) cold Mental save: +22 (+9 eff.) (-) Confusion immunity: +19% (-) Equilibrium when hit: +0.08 (-) Maximum psi: +20.00 (-) Mindpower: +12 (+3 eff.) (-) Amulets make your neck look great! |
In main hand | ![]() Nexus of the Way (22-24 power, 75 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 112% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +75 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +5(-) Cun / +11(-) Wil Changes resistances: +20%(-) mind Changes resistances penetration: +20%(-) mind Changes damage: +20%(-) mind Confusion immunity: +30% (-) Mindpower: +33 (+9 eff.) (-) Mental crit. chance: +9% (-) Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 47 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
Around waist | ![]() Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() Searstake (17-18 power, 75 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7(-5.0 - -5.5) Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +75 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +4% nature / +0%(-20%) mind Changes resistances penetration: +20% fire / +7% nature / +0%(-20%) mind Changes damage: +18% acid / +6% fire / +4% nature / +0%(-20%) mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Confusion immunity: +0% (-30%) Mindpower: +18 (+6 eff.) (-14 (-3 eff.)) Mental crit. chance: +5% (-4%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | ![]() wyrmwaxed linen cloak of fog (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) (-) Changes resistances: +5%(-) acid / +11%(-) light / +17%(-) fire / +6%(-) cold / +6%(-) lightning Stealth bonus: +5 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() volcanic drakeskin leather armour of the deep (20 def, 22 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +22 (-) Defense: +20 (+7 eff.) (-) Fatigue: +8% (-) Damage (Melee): 7(-) fire Damage (Ranged): 8(-) fire Changes resistances: +9%(-) acid / +22%(-) fire / +23%(-) physical / +10%(-) cold Allows you to breathe in: water A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
![]() Lightningpassion the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +6%(-4%) nature Changes resistances penetration: +10% mind Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +8 (+4 eff.) (-) Spell save: +10 (+5 eff.) Mental save: +8 (+3 eff.) Life regen: +0.00 (-3.00) Psi when hit: +0.08 Maximum psi: +50.00 Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's gold ring of lightning (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +0(-4) Str / +0(-4) Wil / +4 Cun Changes resistances: +24% lightning / +0%(-10%) nature Changes damage: +12% lightning / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. void walker's yew vilestaff of greater warding (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-2.0 - -0.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-71) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +7% temporal / +7% darkness / +0%(-20%) mind Maximum wards: +3 blight Changes resistances penetration: +0%(-20%) mind Changes damage: +20% blight / +0%(-20%) mind Talents granted: +2 Ward +1 Command Staff Confusion immunity: +0% (-30%) Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Defense after a teleport: +9 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of massacre (28-39 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9(+6.5 - +15.7) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-71) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Disarm immunity: +28% Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel mace of corruption (26-37 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1(+4.5 - +12.9) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-71) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-) When this weapon hits: Curse of Vulnerability (20% chance level 3). When wielded/worn: Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. acidic dwarven-steel waraxe of corruption (18-25 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9(-3.5 - +1.7) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-71) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe (21-30 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1(-0.5 - +5.9) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-71) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9(-3.5 - +1.7) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-71) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +0(-11) Wil / +0(-5) Cun / +2 Con Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind / +7% physical Changes damage: +0%(-20%) mind Disarm immunity: +14% Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) One-handed war axes. Tap to cycle through comparison choices |
![]() Silent Blade (25-32 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+3.0 - +8.3) Uses stats: 25% Wil, 47% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-65) Crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) On weapon kill: + Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. flaming steel dagger of evisceration (11-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-10.5 - -9.3) Uses stats: 36% Wil, 36% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-69) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. truestriking steel dagger of erosion (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7(-11.5 - -10.6) Uses stats: 36% Wil, 36% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-69) Crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +7 nature When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +6 Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind / +5% physical Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Serpent's Glare (7-7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-15.0 - -16.5) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (-60) Crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Changes stats: +0(-5) Cun / +0(-11) Wil Changes resistances: +10% nature / +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +10% nature / +0%(-20%) mind Poison immunity: +50% Confusion immunity: +0% (-30%) Mindpower: +4 (+1 eff.) (-29 (-8 eff.)) Mental crit. chance: +2% (-7%) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 215.22 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. creative thorny mindstar of life (7-7 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: 7.0 - 7.7(-15.0 - -16.5) 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: +24 (-51) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-1) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Confusion immunity: +0% (-30%) Life regen: +0.60 Maximum life: +14.00 Mindpower: +6 (+2 eff.) (-27 (-7 eff.)) Mental crit. chance: +3% (-6%) 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-66) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +3(-8) Wil / +6(+0) Cun / +6 Con Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. penetrating stralite steamgun of tinkering (+4) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 (-63) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4(-1) Cun / +0(-11) Wil Changes resistances: +0%(-20%) mind Changes resistances penetration: +0%(-20%) mind / +15% physical Changes damage: +0%(-20%) mind Confusion immunity: +0% (-30%) Mindpower: +0 (+0 eff.) (-33 (-9 eff.)) Mental crit. chance: +0% (-9%) Steampower: +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() flaming pouch of dwarven-steel shots of vileness (19/19, 36-43 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Damage (Ranged): +8 blight Damage (radius 1) on hit: +5 fire Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of lightning resistance (+16%) (0 def, 6 armour, 82.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Armour Penetration: +0 (-75) Crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Damage (radius 1) on hit: +0(-8) light Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0(-20) item acid corrode / 17 cold Damage when hit (Melee): 3 ice Changes resistances: +16% lightning / +0%(-4%) nature Changes resistances penetration: +0%(-7%) nature / +0%(-20%) fire Changes damage: +0%(-18%) acid / +0%(-6%) fire / +0%(-4%) nature Talent mastery: +0.00(-0.20) Wild-gift / Harmony Talents granted: +0(+-1) Attune Mindstar +1 Block Mindpower: +0 (+0 eff.) (-18 (-4 eff.)) Mental crit. chance: +0% (-5%) Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. woollen robe of fire (+19%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-22) Defense: +0 (+0 eff.) (-20 (-7 eff.)) Fatigue: +0% (-8%) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes resistances: +0%(-9%) acid / +0%(-23%) physical / +19%(-3%) fire / +0%(-10%) cold / +9% all Changes damage: +13% fire Allows you to breathe in: water A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of darkness (+13%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-22) Defense: +0 (+0 eff.) (-20 (-7 eff.)) Fatigue: +0% (-8%) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes resistances: +0%(-9%) acid / +0%(-23%) physical / +27% darkness / +0%(-10%) cold / +0%(-22%) fire / +13% mind / +11% all Changes damage: +10% darkness Allows you to breathe in: water Physical save: +12 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +23 (+8 eff.) 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. |
![]() This item will automatically be transmogrified when you leave the level. hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-16) Defense: +9 (+3 eff.) (-11 (-4 eff.)) Fatigue: +8% (-) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes resistances: +0%(-9%) acid / +0%(-22%) fire / +0%(-23%) physical / +0%(-10%) cold Allows you to breathe in: water Life regen: +3.00 (+3.00) Maximum life: +35.00 Healing mod.: +10% A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. hardened leather armour of command (17 def, 10 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 (-12) Defense: +17 (+6 eff.) (-3 (-1 eff.)) Fatigue: +8% (-) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes stats: +2 Cun Changes resistances: +0%(-9%) acid / +0%(-22%) fire / +0%(-23%) physical / +0%(-10%) cold Allows you to breathe in: water Mental save: +11 (+4 eff.) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of temporal resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-16) Defense: +9 (+3 eff.) (-11 (-4 eff.)) Fatigue: +8% (-) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes resistances: +0%(-9%) acid / +18% temporal / +12% light / +0%(-23%) physical / +0%(-22%) fire / +0%(-10%) cold / +10% darkness Allows you to breathe in: water A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Falodin' (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 (-8) Defense: +3 (+1 eff.) (-17 (-6 eff.)) Fatigue: +6% (-2%) Effects on melee hit: * 20% chance to slow global speed by 64% Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes stats: +4 Cun Changes resistances: +0%(-9%) acid / +6% temporal / +6% darkness / +0%(-23%) physical / +21%(-1%) fire / +5% arcane / +0%(-10%) cold Allows you to breathe in: water Physical save: +7 (+2 eff.) Life regen: +4.00 (+4.00) Maximum life: +26.00 Healing mod.: +13% A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+5 eff.) Armour: +8 (-14) Defense: +3 (+1 eff.) (-17 (-6 eff.)) Fatigue: +12% (+4%) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes stats: +3 Str / +4 Mag / +5 Wil Changes resistances: +15% lightning / +0%(-23%) physical / +0%(-22%) fire / +0%(-9%) acid / +0%(-10%) cold Allows you to breathe in: water Spellpower: +13 (+11 eff.) Spell crit. chance: +6% Mindpower: +14 (+4 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of temporal resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-14) Defense: +3 (+1 eff.) (-17 (-6 eff.)) Fatigue: +12% (+4%) Damage (Melee): 0(-7) fire Damage (Ranged): 0(-8) fire Changes stats: +5 Cun / +5 Wil Changes resistances: +0%(-9%) acid / +18% temporal / +0%(-10%) cold / +0%(-23%) physical / +0%(-22%) fire Allows you to breathe in: water Mental save: +13 (+5 eff.) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. thick linen cloak of protection (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) (-5 (-2 eff.)) Changes resistances: +0%(-5%) acid / +0%(-11%) light / +11%(+5%) cold / +0%(-6%) lightning / +0%(-17%) fire Stealth bonus: +0 (-5) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. spellstreaming hardened leather gloves of strength (+4) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +7 (+2 eff.) Armour: +2 (-) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +0% (-3%) Damage (Melee): 0(-9) lightning Changes stats: +4 Str Changes resistances: +0%(-6%) lightning Changes resistances penetration: +0%(-10%) light Changes damage: +0%(-22%) lightning / +0%(-12%) physical Mana each turn: +0.10 Only die when reaching: +0.00 life (+40.00 life) Spellpower: +8 (+8 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. miner's 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 penetration: +0 (-6) Armour: +6 (+1) Fatigue: +4% (-1%) Damage (Melee): 0(-10) item nature slow / 0(-20) item manaburn arcane Changes stats: +0(-3) Cun / +0(-4) Dex Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) darkness Changes damage: +0%(-3%) darkness Infravision radius: +2 Healing mod.: +0% (-20%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) darkness Equilibrium when hit: +0.00 (-0.08) Psi when hit: +0.00 (-0.20) Mental crit. chance: +0% (-3%) It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 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 resistances: +0%(-6%) light Changes resistances penetration: +0%(-25%) mind Changes damage: +5% blight / +0%(-6%) darkness Equilibrium when hit: +0.00 (-0.08) Psi when hit: +0.00 (-0.20) Mental crit. chance: +0% (-3%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) darkness Trap disarming bonus: +5 Equilibrium when hit: +0.00 (-0.08) Psi when hit: +0.00 (-0.20) Mental crit. chance: +0% (-3%) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
Achievements
By Diana the Cornac Mindslayer level 17
67th Haze 122nd year of Ascendancy at 16:13 see stats
By Diana the Cornac Mindslayer level 15
28th Haze 122nd year of Ascendancy at 05:20 see stats
By Diana the Cornac Mindslayer level 23
24th Regrowth 123rd year of Ascendancy at 17:33 see stats
By Diana the Cornac Mindslayer level 17
55th Haze 122nd year of Ascendancy at 06:29 see stats
By Diana the Cornac Mindslayer level 10
55th Dusk 122nd year of Ascendancy at 06:56 see stats
By Diana the Cornac Mindslayer level 18
80th Haze 122nd year of Ascendancy at 05:23 see stats
By Diana the Cornac Mindslayer level 21
7th Regrowth 123rd year of Ascendancy at 08:25 see stats
By Diana the Cornac Mindslayer level 20
3rd Decay 122nd year of Ascendancy at 13:57 see stats
By Diana the Cornac Mindslayer level 10
55th Dusk 122nd year of Ascendancy at 06:55 see stats
By Diana the Cornac Mindslayer level 20
2nd Decay 122nd year of Ascendancy at 05:43 see stats
By Diana the Cornac Mindslayer level 9
2nd Mirth 122nd year of Ascendancy at 05:38 see stats
By Diana the Cornac Mindslayer level 9
4th Mirth 122nd year of Ascendancy at 05:25 see stats
By Diana the Cornac Mindslayer level 21
8th Decay 122nd year of Ascendancy at 04:34 see stats
Log
Talent Mindlash is ready to use.
Diana uses Mindlash.
Diana hits Polybeth the skeleton master archer for 202 physical damage.
Diana is free from the illness.
Diana is no longer attuned.
Diana speeds up.
Talent Brain Storm is ready to use.
Diana uses Brain Storm.
Diana hits Polybeth the skeleton master archer for 249 lightning damage.
Diana killed Polybeth the skeleton master archer!
Talent Mindlash is ready to use.
Diana uses Mindlash.
Diana picks up (g.): flaming dwarven-steel waraxe (21-30 power, 4 apr).
You pickup 0.65 gold pieces.
Diana picks up (w.): miner's dwarven-steel helm (0 def, 6 armour).
Diana picks up (n.): flaming pouch of dwarven-steel shots of vileness (19/19, 36-43 power, 3 apr).
Diana picks up (w.): thick linen cloak of protection (1 def, 6 armour).
Diana picks up (s.): hardened leather armour of command (17 def, 10 armour).
Diana picks up (n.): penetrating stralite steamgun of tinkering (+4).
Diana picks up (n.): enhanced dwarven-steel steamgun.
Talent Pyrokinesis is ready to use.
Talent Brain Storm is ready to use.