Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 25 / 37% |
Size | big |
Lifes / Deaths | Killed by faerlhing at level 25 on the 22nd Profit 122nd year of Ascendancy at 13:36 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 13 (base 11) |
Constitution | 42 (base 35) |
Magic | 65 (base 50) |
Willpower | 63 (base 40) |
Cunning | 62 (base 46) |
Resources
Life | 585/585 |
Mana | 513/573 |
Soul | 19/19 |
Healing Factor | 1.233988003127 |
Regeneration | 7.4656274189182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +112% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 68.05637520881 |
See Invisible | 68.05637520881 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 34 |
Accuracy | 14 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +24% |
Cold | +30% |
All | 0% |
Lightning | +12% |
Light | +25% |
Temporal | +15% |
Physical | +15% |
Fire | +5% |
Darkness | +35% |
Offense: Damage Penetration
Fire | +15% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 57 |
Mental Save | 55 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 47%( 70%) |
All | + 26%( 70%) |
Darkness | + 63%( 70%) |
Light | + 33%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 31%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 41% |
Poison Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns (1048 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (1009 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: Random Artifact: Firenail (6-8 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Sleetscar | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: Random Artifact: Fireripper (16-23 power, 3 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near SightedYou completed the challenge and received: Random Artifact: Growthvice (0 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Cyronn the dreaming horror'. Infinite Dungeon Challenge (Level 21): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: Random Artifact: Camizilahad (2-3 power, 12 apr, mind damage) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 9): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Arthyvor the Tempestbore (0 def, 1 armour) Arthyvor the Tempestbore (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex Critical mult.: +5.00% Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | Tulirogrim TulirogrimInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +41.00 Maximum mana: +40.00 Spell crit. chance: +1% 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 | Shiverreeve (0 def, 1 armour) Shiverreeve (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal / +3% cold Changes resistances penetration: +20% cold / +10% fire Changes damage: +15% cold A cap made of leather. |
Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 49 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | mule's copper ring of light (+20%) mule's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +22 Rings make your fingers look great! |
On fingers | Ce'Nuthra the gold ring Ce'Nuthra the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+6 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes resistances: +24% lightning / +3% nature / +36% acid Changes damage: +12% lightning / +12% acid Pinning immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% cold / +5% fire Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Eclipse (18-22 power, 4 apr, darkness element) Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 3.0 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 55.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Cloak | Silann the linen cloak (6 def, 6 armour) Silann the linen cloak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +1 Str / +2 Cun / +4 Con Changes resistances: +3% physical Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Sunlash the voratun amulet Sunlash the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 39% Changes resistances: +13% temporal / +3% fire Changes resistances penetration: +5% fire Pinning immunity: +31% Knockback immunity: +24% Light radius: +3 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion of the wizard (heal 281; 15 cd)regeneration infusion of the wizard (heal 281; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. FlashradianceFlashradiance Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 4 nature Changes resistances: +15% fire / +6% nature / +10% cold Changes damage: +12% light Light radius: +3 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. savior's steel amulet of manastreamingsavior's steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
Poranne the steel ring Poranne the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +1 Con Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +3 See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. marksman's gold ring of lightning (+22%)marksman's gold ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+6 eff.) Changes stats: +4 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Str, 15% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 14 power out of 20/20) : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 202.65 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+12 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of enduring (12-16 power, 6 apr)balanced steel dagger of enduring (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +7 (+4 eff.) Changes stats: +7 Wil / +5 Con Disarm immunity: +20% Maximum life: +32.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger (14-18 power, 6 apr)elemental steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +6% fire Changes damage: +9% fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger (16-20 power, 7 apr)truestriking dwarven-steel dagger (16-20 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+7 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 14 power out of 20/20) : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Telekinetic Sledge (40-60 power, 20 apr) Telekinetic Sledge (40-60 power, 20 apr)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatmaul (40-59 power, 2 apr)truestriking dwarven-steel greatmaul (40-59 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+6 eff.) Armour penetration: +12 Changes resistances penetration: +7% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatmaul of shearing (41-62 power, 2 apr)truestriking dwarven-steel greatmaul of shearing (41-62 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+11 eff.) Armour penetration: +14 Changes resistances penetration: +7% physical / +7% all Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. elm longbow of enduringelm longbow of enduring Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +9 Wil / +9 Con Maximum life: +15.00 Longbows are used to shoot arrows at your foes. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +30 physical / +14 % chance of confusion When wielded/worn: Accuracy: +12 (+8 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level. chilling iron mace (12-16 power, 2 apr)chilling iron mace (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (28-39 power, 4 apr)dwarven-steel mace (28-39 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning thorny mindstar of balance (10-11 power, 24 apr, mind damage)manaburning thorny mindstar of balance (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Changes resistances: +4% arcane Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Paint Stripper (4-6 power, 5 apr) Paint Stripper (4-6 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% acid Changes damage: +10% arcane / +10% acid Spell crit. chance: +3% Mages are strange people. |
This item will automatically be transmogrified when you leave the level. cured leather sling 'Chamydunalin'cured leather sling 'Chamydunalin' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +7 cold When wielded/worn: Accuracy: +13 (+9 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Changes stats: +4 Cun Changes resistances penetration: +5% all Changes damage: +10% cold Equilibrium when hit: +0.12 Maximum hate: +4.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. dual yew magestaff of fate (20-24 power, 4 apr, arcane element)dual yew magestaff of fate (20-24 power, 4 apr, arcane 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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talents granted: +1 Command Staff +1 Dual Staff Physical save: +5 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew vilestaff of fate (20-24 power, 4 apr, darkness element)earthen yew vilestaff of fate (20-24 power, 4 apr, darkness 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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +4% Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +14 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding yew magestaff of illumination (20-24 power, 4 apr, cold element)lifebinding yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +5 Con Changes damage: +20% cold Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Light radius: +3 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff of fate (15-18 power, 3 apr, light element)shimmering ash starstaff of fate (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.13 Maximum mana: +37.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of fate (15-18 power, 3 apr, darkness element)shimmering ash vilestaff of fate (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.10 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew vilestaff of wizardry (20-24 power, 4 apr, fire element)shimmering yew vilestaff of wizardry (20-24 power, 4 apr, fire 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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +58.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Ragudorab' (20-24 power, 4 apr, temporal element) yew starstaff 'Ragudorab' (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +3 Cun / +3 Con Changes damage: +20% temporal Talent granted: +1 Command Staff Spell save: +3 (+1 eff.) Maximum pos.energy: +23.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of the mysticnightruned hardened leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +5% darkness Mental save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
Eclipsearc the linen cloak (1 def, 0 armour) Eclipsearc the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 fire Changes stats: +2 Wil / +2 Mag Changes resistances: +6% nature Changes damage: +24% darkness 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. murderer's cashmere cloak of the voidstalker (2 def, 0 armour)murderer's cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +4 Dex Changes resistances: +10% darkness / +15% temporal Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. 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. thick cashmere cloak (2 def, 7 armour)thick cashmere cloak (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthvice (0 def, 0 armour) Growthvice (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 54% * 10% chance to reduce armor by 39% Changes stats: +2 Cun Changes resistances: +13% blight / +3% nature / +9% all Changes resistances penetration: +20% nature / +15% acid Changes damage: +3% acid / +5% darkness / +13% blight / +7% light / +6% nature / +5% all Spellpower: +18 (+5 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. timebroken cashmere robe of darkness (+24%) (0 def, 0 armour)timebroken cashmere robe of darkness (+24%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes resistances: +24% darkness / +11% all Changes damage: +7% temporal / +14% arcane / +16% darkness Maximum mana: +16.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Zubiriara' (0 def, 3 armour)pair of hardened leather boots 'Zubiriara' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes resistances: +9% temporal / +7% cold / +7% fire Changes resistances penetration: +25% blight / +10% arcane Changes damage: +6% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level. scouring rough leather gloves of strength (+3) (0 def, 1 armour)scouring rough leather gloves of strength (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Str Spell save: +9 (+3 eff.) 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. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Heavy armour training - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% physical / +10% temporal Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Jetminister the rough leather cap (0 def, 1 armour) Jetminister the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +12% darkness / +5% cold Changes resistances penetration: +15% light Changes damage: +6% mind / +3% darkness Allows you to breathe in: water Light radius: +2 A cap made of leather. |
Jetquarry (1 def, 0 armour) Jetquarry (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Changes resistances: +16% lightning Changes damage: +14% lightning / +3% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of lightning resistance (2 def, 11 armour)impenetrable steel mail armour of lightning resistance (2 def, 11 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 55.67 to 167.01 lightning damage (111.34 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Layadamira the Ebonystone (3 def, 2 armour) Layadamira the Ebonystone (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Changes resistances: +17% cold Changes resistances penetration: +15% darkness Changes damage: +3% mind Mental crit. chance: +1% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. duelist's hardened leather armour of command (21 def, 12 armour)duelist's hardened leather armour of command (21 def, 12 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +21 (+11 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Dex Mental save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing hardened leather armour of Eyal (9 def, 6 armour)searing hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +11% acid / +13% fire Life regen: +2.00 Maximum life: +24.00 Healing mod.: +16% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour (0 def, 11 armour)prismatic dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +13% light / +12% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour)mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +8 (+2 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield (0 def, 6 armour, 82 block)acidic dwarven-steel shield (0 def, 6 armour, 82 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 4 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 76 block)flaming dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 76 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 8 fire Changes resistances: +18% cold Talent granted: +1 Block Handheld deflection devices. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe (dig speed 32 turns)dwarven-steel pickaxe (dig speed 32 turns) 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Arurath' (dig speed 29 turns) iron pickaxe 'Arurath' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag Silence immunity: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of stinging 'Morningwrither' [power 182] (11 cooldown) ash totem of stinging 'Morningwrither' [power 182] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 2 light Changes resistances penetration: +10% light It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (11 cooldown) elm totem of healing [power 110] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 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. |
Splendourweeper [power 254] (14 cooldown) Splendourweeper [power 254] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% acid / +5% light Changes damage: +3% acid / +9% light It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nalel the Dwarf Necromancer level 20
15th Profit 122nd year of Ascendancy at 13:15 see stats
By Nalel the Dwarf Necromancer level 20
11st Profit 122nd year of Ascendancy at 22:24 see stats
By Nalel the Dwarf Necromancer level 13
2nd Acquisition 122nd year of Ascendancy at 18:15 see stats
By Nalel the Dwarf Necromancer level 23
19th Profit 122nd year of Ascendancy at 12:02 see stats
By Nalel the Dwarf Necromancer level 10
26th Voratun 122nd year of Ascendancy at 17:14 see stats
By Nalel the Dwarf Necromancer level 20
11st Profit 122nd year of Ascendancy at 05:55 see stats
By Nalel the Lich Necromancer level 25
22nd Profit 122nd year of Ascendancy at 13:36 see stats
By Nalel the Dwarf Necromancer level 16
4th Profit 122nd year of Ascendancy at 20:30 see stats
By Nalel the Dwarf Necromancer level 2
17th Voratun 122nd year of Ascendancy at 00:56 see stats
By Nalel the Dwarf Necromancer level 11
29th Voratun 122nd year of Ascendancy at 03:11 see stats
By Nalel the Dwarf Necromancer level 19
10th Profit 122nd year of Ascendancy at 12:43 see stats
Log
Faerlhing's disruption shield collapses and then explodes in a powerful manastorm!
Spikes of Decrepitude hits Faerlhing for (38 absorbed), (38 mana), 0 cold, (405 absorbed), (405 mana), 0 darkness (0 total damage).
The shield around heavy bone giant crumbles.
Faerlhing's arcane area effect hits Ghoul for (13 resilience), 261 arcane (261 total damage).
Faerlhing's arcane area effect hits Nalel for 248 arcane damage.
Melee retaliation hits Faerlhing for 30 darkness damage.
Phantasmal Shield hits Ghoul for 168 light damage.
Phantasmal Shield hits Nalel for 151 light damage.
Faerlhing hits Nalel for 16 nature damage.
Nalel unleashes a blast of frostdusk as she crosses the veil!
Nalel hits Faerlhing for 117 cold, 121 darkness (238 total damage).
Spikes of Decrepitude hits Faerlhing for (34 ignored), 0 cold, 35 darkness (35 total damage).
Faerlhing's arcane area effect hits Ghoul for 205 arcane damage.
Faerlhing's arcane area effect hits Nalel for 157 arcane damage.
Faerlhing's arcane area effect killed Ghoul!
Faerlhing casts Manaflow.
Faerlhing starts to surge mana.
Skeleton master archer uses Crippling Shot.
Armoured skeleton warrior casts Rune: Blink.
Nalel deactivates Aura of Undeath.
Nalel deactivates Erupting Shadows.
Nalel deactivates Reaping.
Nalel is no longer surging arcane power.
Nalel deactivates Utterly Destroyed.
Nalel deactivates Grim Shadow.
Nalel deactivates Spikes of Decrepitude.
New Achievement: Lichform (Roguelike)!
Saving game...