












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 23 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 8 on the 2nd Summertide 122nd year of Ascendancy at 03:24 0 / 6Killed by Bethymira the blue ooze at level 15 on the 28th Dusk 122nd year of Ascendancy at 08:48 Killed by ultimate gwelgoroth at level 20 on the 71st Haze 122nd year of Ascendancy at 16:31 Killed by Urkis, the High Tempest at level 20 on the 72nd Haze 122nd year of Ascendancy at 16:07 Killed by Celia at level 22 on the 1st Wintertide 123rd year of Ascendancy at 06:43 Killed by Islaramira the grave wight at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 04:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 30) |
| Dexterity | 20 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 90 (base 44) |
| Cunning | 64 (base 34) |
Resources
| Life | -62/759 |
| Equilibrium | 18 |
| Psi | 131/180 |
| Healing Factor | 1.6724687383468 |
| Regeneration | 40.889935891729 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 52 |
| Crit Chance | 23% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +3% |
| Nature | +13% |
| Physical | +18% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +4% |
| Light | +10% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 30.413408721348 (65.897138898113%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 17 |
| Physical Save | 40 |
| Spell Save | 33 |
| Mental Save | 55 |
Defense: Resistances
| Lightning | + 7%( 70%) |
| Acid | + 4%( 70%) |
| Nature | + 20%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 3%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Pinning Resistance | 59% |
| Poison Resistance | 30% |
| Knockback Resistance | 86% |
Inscriptions (4/4)
| 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 366 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 710% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | [vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]Drake's Bane (45-68 power, 21 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5(+40.0 - +62.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 (+3) Crit. chance: +2.0% (-1.0%) Attack speed: 100% (-) Damage against: +25% Dragon When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +6(+4) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Reduced damage from: +25% Dragon Talent granted: +0(+-1) Attune Mindstar Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. Tap to cycle through comparison choices |
| Quiver | [vs. Hornet Stingers (20/20, 18-25 power, 10 apr) (Quiver)]Hornet Stingers (20/20, 18-25 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +5.0% (-) Capacity: 20 (-) On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Light source | [vs. brass lantern 'Brightspawner' (Light source)]brass lantern 'Brightspawner' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5(-) Wil / +3(-) Cun / +2(-) Con Changes damage: +5%(-) mind / +3%(-) light Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+5 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+4 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | [vs. pair of hardened leather boots of strife (0 def, 3 armour) (On feet)]pair of hardened leather boots of strife (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Changes stats: +3(-) Con / +3(-) Wil Changes resistances penetration: +6%(-) physical Mindpower: +4 (+1 eff.) (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. Emelewen the gold ring (On fingers, 1 of 2)]Emelewen the gold ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3(-) Con Critical mult.: +5.00% (-) Physical save: +6 (+2 eff.) (-) Mental save: +12 (+4 eff.) (-) Disarm immunity: +21% (-) Pinning immunity: +27% (-) Knockback immunity: +23% (-) Life regen: +7.00 (-) Hate when firing a critical mind attack: +3.00 (-) Maximum life: +78.00 (-) Mindpower: +5 (+2 eff.) (-) Healing mod.: +12% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Emelewen the gold ring (On fingers, 1 of 2)]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 / +0(-3) Con Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Critical mult.: +0.00% (-5.00%) Physical save: +8 (+3 eff.) (+2 (+1 eff.)) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-27%) Knockback immunity: +0% (-23%) Life regen: +3.00 (-4.00) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum life: +0.00 (-78.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Healing mod.: +20% (+8%) 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 |
| Around neck | [vs. steel amulet 'Bokylen' (Around neck)]steel amulet 'Bokylen' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce all saves and defense by 35 Damage (Melee): 0(-10) item manaburn arcane / 0(-20) item expose Changes resistances: +10%(-) temporal Poison immunity: +10% (-) Pinning immunity: +32% (-) Knockback immunity: +23% (-) Life regen: +4.00 (-) Only die when reaching: -60.00 life (-) Amulets make your neck look great! |
| In main hand | [vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 3)]wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. 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: Damage (Melee): 9(-) lightning / 4(-) physical / 4(-) fire / 3(-) acid / 4(-) cold Changes stats: +2(-) Str / +2(-) Dex / +2(-) Mag / +2(-) Wil / +1(-) Cun / +3(-) Con Changes resistances: +7%(-) lightning / +2%(-) physical / +3%(-) cold / +3%(-) fire / +4%(-) acid Changes resistances penetration: +4%(-) lightning Changes damage: +5%(-) lightning Talents granted: +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
| Around waist | [vs. noble's hardened leather belt of the vagrant (Around waist)]noble's hardened leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(-) Wil / +4(-) Cun / +2(-) Con Damage against: +20% (-)Summoned Reduced damage from: +23% (-)Summoned Mental save: +7 (+2 eff.) (-) Mindpower: +5 (+2 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 3)]Bloomsoul (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8(+3.0 - +3.3) 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: +13 (-5) Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Talent mastery: +0.30 Wild-gift / Fungus Talent granted: +0(+-1) Attune Mindstar Life regen: +2.00 Mindpower: +8 (+2 eff.) (+4 (+1 eff.)) Mental crit. chance: +4% (+2%) Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of mindcraft (1 def, 0 armour) (Cloak)]resilient linen cloak of mindcraft (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Cun / +3(-) Wil Maximum life: +32.00 (-) Mental crit. chance: +4% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Splendourpain the dwarven-steel mail armour (3 def, 8 armour) (Main armor)]Splendourpain the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +3 (+3 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 8(-) light / 4(-) fire Changes stats: +5(-) Cun / +6(-) Wil Changes resistances: +12%(-) fire Changes resistances penetration: +10%(-) light Mental save: +13 (+4 eff.) (-) Light radius: +3 (-) A suit of armour made of mail. |
Inventory
[vs. steel amulet 'Bokylen' (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose / 5 mind / 0(-10) item manaburn arcane Damage (Ranged): 5 mind Changes resistances: +0%(-10%) temporal Poison immunity: +0% (-10%) Pinning immunity: +0% (-32%) Knockback immunity: +0% (-23%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+60.00 life) Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. steel amulet 'Bokylen' (Around neck)]This item will automatically be transmogrified when you leave the level. wanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-10) item manaburn arcane / 0(-20) item expose Changes stats: +5 Dex / +5 Cun / +4 Con Changes resistances: +0%(-10%) temporal Poison immunity: +0% (-10%) Pinning immunity: +0% (-32%) Knockback immunity: +0% (-23%) Life regen: +2.00 (-2.00) Stamina each turn: +0.30 Only die when reaching: +0.00 life (+60.00 life) Movement speed: +10% Amulets make your neck look great! |
[vs. Emelewen the gold ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. Wintertitan the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +0(-3) Con Changes resistances penetration: +5% cold Critical mult.: +15.00% (+10.00%) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Silence immunity: +23% Disarm immunity: +0% (-21%) Pinning immunity: +0% (-27%) Knockback immunity: +0% (-23%) Life regen: +0.00 (-7.00) Mana each turn: +0.20 Hate when firing a critical mind attack: +0.00 (-3.00) Maximum life: +0.00 (-78.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +18 Healing mod.: +0% (-12%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Emelewen the gold ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. conjurer's steel ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 35 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 35 Damage (Ranged): 5 physical Changes stats: +5 Mag / +5 Wil / +2 Cun / +0(-3) Con Critical mult.: +0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-27%) Knockback immunity: +0% (-23%) Life regen: +0.00 (-7.00) Hate when firing a critical mind attack: +1.00 (-2.00) Maximum life: +0.00 (-78.00) Maximum hate: +7.00 Spellpower: +7 (+7 eff.) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Healing mod.: +0% (-12%) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Emelewen the gold ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. marksman's steel ring of time (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +0(-3) Con Changes resistances: +12% temporal Changes damage: +12% temporal Critical mult.: +0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-27%) Knockback immunity: +0% (-23%) Life regen: +0.00 (-7.00) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum life: +0.00 (-78.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Healing mod.: +0% (-12%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. warbringer's steel greatmaul (26-40 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8(+21.5 - +34.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-16) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Physical power: +9 (+3 eff.) Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +5(+2) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning / +10% physical Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Disarm immunity: +22% Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6(+21.0 - +36.1) Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 (+7) Crit. chance: +3.0% (-) Attack speed: 111% (+11%) Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Mana each turn: +0.50 Spellpower: +5 (+5 eff.) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel longsword (17-24 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8(+12.0 - +18.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-15) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. warbringer's steel longsword of daylight (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(+9.5 - +14.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-15) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +7 light Damage against: +10% Undead When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +2(-1) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning / +6% physical Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Disarm immunity: +11% Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. steel dagger of massacre (18-24 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1(+13.5 - +18.6) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-12) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 3)]inquisitor's vined mindstar (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-0.5 - -0.5) 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% (-) On weapon crit: + Deals 100 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +0(-2) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning Changes damage: +0%(-5%) lightning Talents granted: +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
[vs. wyrm's vined mindstar of storms (5-6 power, 18 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. blazebringer's ash longbow of dexterity (+6) Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-18) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 Damage (radius 2) on crit: +17 fire When wielded/worn: Damage (Melee): 0(-9) lightning / 0(-4) physical / 0(-4) cold / 0(-4) fire / 0(-3) acid Changes stats: +0(-2) Str / +6(+4) Dex / +0(-2) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-7%) lightning / +0%(-2%) physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-4%) acid Changes resistances penetration: +0%(-4%) lightning / +8% physical / +11% fire Changes damage: +0%(-5%) lightning Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Global speed: +3% Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Bloomsoul (8-9 power, 13 apr, nature damage) (In off hand)]This item will automatically be transmogrified when you leave the level. acidic steel shield of purity (0 def, 4 armour, 43 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-13) Crit. chance: +0.0% (-7.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid Changes resistances: +14% nature / +12% blight Talent mastery: +0.00(-0.30) Wild-gift / Fungus Talent granted: +1 Block Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +0% (-20%) Handheld deflection devices. |
[vs. pair of hardened leather boots of strife (0 def, 3 armour) (On feet)]grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Changes stats: +0(-3) Con / +0(-3) Wil Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +0%(-6%) physical Stamina each turn: +0.30 Maximum stamina: +12.00 Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) A pair of boots made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +0(-4) Cun / +5(+1) Wil Changes resistances: +18% fire / +10% darkness / +10%(-) nature Changes damage: +0%(-5%) nature / +10% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 161.55 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature Changes damage: +4% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 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. |
8 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. |
4 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. |
16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Eye of the Dreaming One (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of stinging [power 170] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to sting an enemy dealing 192 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. |
[vs. Eye of the Dreaming One (Tool)]This item will automatically be transmogrified when you leave the level. Urirak the Shiverwilder [power 10] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +4 Str / +0(-5) Wil Changes resistances: +3% acid Changes resistances penetration: +10% cold Changes damage: +6% acid Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Shamazu the Thalore Mindslayer level 20
24th Haze 122nd year of Ascendancy at 05:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Shamazu the Thalore Mindslayer level 17
13rd Haze 122nd year of Ascendancy at 19:35 see stats
Exterminator
Killed 1000 creatures.By Shamazu the Thalore Mindslayer level 18
21st Haze 122nd year of Ascendancy at 12:28 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shamazu the Thalore Mindslayer level 21
78th Haze 122nd year of Ascendancy at 03:10 see stats
Level 10
Got a character to level 10.By Shamazu the Thalore Mindslayer level 10
1st Flare 122nd year of Ascendancy at 01:21 see stats
Level 20
Got a character to level 20.By Shamazu the Thalore Mindslayer level 20
24th Haze 122nd year of Ascendancy at 03:52 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Shamazu the Thalore Mindslayer level 22
6th Decay 122nd year of Ascendancy at 06:22 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shamazu the Thalore Mindslayer level 22
28th Regrowth 123rd year of Ascendancy at 10:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shamazu the Thalore Mindslayer level 19
21st Haze 122nd year of Ascendancy at 22:19 see stats
Log
The shield around armoured skeleton warrior crumbles.
Grave wight's glacial vapour area effect hits Armoured skeleton warrior for (27 absorbed), 0 cold (0 total damage).
Grave wight's glacial vapour area effect hits Armoured skeleton warrior for 29 cold damage.
Grave wight's glacial vapour area effect hits Shamazu for 28 cold damage.
Islaramira the grave wight's dazing lightning area effect hits Armoured skeleton warrior for (34 absorbed), 9 lightning (9 total damage).
Islaramira the grave wight's light area effect hits Shamazu for 71 light damage.
Islaramira the grave wight's dazing lightning area effect hits Shamazu for (16 to psi shield), 24 lightning (24 total damage).
Shamazu is dazed!
Armoured skeleton warrior is dazed!
Shamazu is confused and fails to use Infusion: Regeneration.
Skeleton archer shoots!
Grave wight casts Lightning.
Grave wight hits Armoured skeleton warrior for 98 lightning damage.
Grave wight hits Shamazu for (32 to psi shield), 59 lightning (59 total damage).
Shamazu seems more focused.
Islaramira the grave wight casts Lightning.
Islaramira the grave wight hits Shamazu for (32 to psi shield), 100 lightning (100 total damage).
Shamazu is not dazed anymore.
Skeleton archer's Shoot hits Shamazu for (19 to psi shield), 29 physical, (5 to psi shield), 7 acid, 13 fire (49 total damage).
Armoured skeleton warrior is not dazed anymore.
Shamazu resists!
Grave wight's glacial vapour area effect hits Armoured skeleton warrior for 27 cold damage.
Grave wight's glacial vapour area effect hits Armoured skeleton warrior for 29 cold damage.
Grave wight's glacial vapour area effect hits Shamazu for 28 cold damage.
Islaramira the grave wight's dazing lightning area effect hits Armoured skeleton warrior for 42 lightning damage.
Islaramira the grave wight's light area effect hits Shamazu for 71 light damage.
Islaramira the grave wight's dazing lightning area effect hits Shamazu for (16 to psi shield), 24 lightning (24 total damage).
Shamazu the level 23 thalore mindslayer was purified to death by Islaramira the grave wight on level 1 of Cavern beneath tombstones.
Armoured skeleton warrior is dazed!



































































































