Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Berserker |
Level / Exp | 32 / 49% |
Size | medium |
Lifes / Deaths | Killed by Yvida the Guardian at level 32 on the 2nd Allure 123rd year of Ascendancy at 02:30 / 1 |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 71 (base 58) |
Constitution | 21 (base 20) |
Magic | 17 (base 10) |
Willpower | 19 (base 10) |
Cunning | 31 (base 10) |
Resources
Life | -77/1087 |
Stamina | 164/188 |
Healing Factor | 1.416387434555 |
Regeneration | 69.360051767703 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 221 |
Accuracy | 70 |
Crit Chance | 76% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +36% |
Darkness | +12% |
Nature | +28% |
Fire | +11% |
Blight | +9% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
All | 0% |
Physical | +47% |
Fire | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 32 (57.811550151976%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 63 |
Mental Save | 52 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 32%( 70%) |
All | + 20%( 70%) |
Lightning | + 41%( 70%) |
Light | + 25%( 70%) |
Temporal | + 34%( 70%) |
Fire | + 27%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Knockback Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 100% |
Pinning Resistance | 51% |
Poison Resistance | 60% |
Blind Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 326.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Chant of Fortitude |
beneficial effect | The target's luck and cunning combine to grant it 28% higher critical chance and 28 saves. Halflings's Luck |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
beneficial effect | Increases defense by 20. Mobile Defense |
beneficial effect | Increases critical hit chance by 21%. Berserker Rage |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target has 32 increased life regeneration. Recovery |
beneficial effect | The target is out of phase with reality, increasing defense by 13, resist all by 13%, and reducing the duration of detrimental timed effects by 13%. Out of PhaseThese effects cap at 40%. |
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 54 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by Poroldanor the faeros. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by giant grey rat. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethyseta the large white snake. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 145. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed ritch stinger. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | Elenayaleg the brass lantern Elenayaleg the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 acid Changes resistances: +3% blight Spell save: +12 (+3 eff.) Disease immunity: +10% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Porassra' (0 def, 8 armour) dwarven-steel helm 'Porassra' (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +3 Str / +2 Mag Changes resistances: +8% lightning / +6% temporal Changes resistances penetration: +25% physical Stamina each turn: +3.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ash wand of lightning storm 'Nimbuscut' [power 170] (15 cooldown) ash wand of lightning storm 'Nimbuscut' [power 170] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +25 (+5 eff.) Changes resistances: +12% lightning / +6% temporal / +6% light / +12% cold / +5% arcane Spell save: +6 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | gold quartz ring gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +5 Mag / +10 Cun Changes resistances: +9% fire Changes resistances penetration: +10% darkness / +10% fire Changes damage: +12% darkness Stun/Freeze immunity: +30% Spellpower: +14 (+6 eff.) Mindpower: +9 (+4 eff.) Rings can have magical properties. |
Around waist | Mayelenn the rough leather belt Mayelenn the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +6% lightning / +6% temporal / +3% cold Changes resistances penetration: +10% physical Changes damage: +9% physical Poison immunity: +10% Confusion immunity: +10% A belt that goes around your waist. |
In main hand | Glorowyn (167% power, 3 apr) Glorowyn (167% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 cold When wielded/worn: Accuracy: +43 (+10 eff.) Armour penetration: +12 Changes stats: +7 Str / +4 Cun / +1 Wil Changes resistances: +9% acid Changes resistances penetration: +12% physical Changes damage: +3% mind / +19% physical Mental crit. chance: +2% Massive two-handed mauls. |
On hands | rough leather gloves 'Kelechak' (10 def, 1 armour) rough leather gloves 'Kelechak' (10 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 physical Changes damage: +6% arcane Life regen: +1.00 Stamina each turn: +1.70 Maximum stamina: +12.00 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. |
Main armor | rejuvenating reinforced leather armour of Eyal (12 def, 7 armour) rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Life regen: +9.30 Stamina each turn: +1.20 Maximum life: +37.00 Healing mod.: +13% A suit of armour made of leather. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Around neck | savior's stralite amulet of soulsearing savior's stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +9% blight / +11% fire Critical mult.: +17.00% Physical save: +14 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +21 (+7 eff.) Spellpower: +9 (+4 eff.) Amulets can have magical properties. |
Inventory
Prismatic Rune (6 turns; acid, temporal, fire, physical, lightning) Prismatic Rune (6 turns; acid, temporal, fire, physical, lightning)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 temporal, 3 fire, 3 physical, 3 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Rune of the Rift (226.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gladiator's gold ring of misery =Bleed Edge= gladiator's gold ring of misery =Bleed Edge=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 22 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 22 Damage (Ranged): 13 physical Changes stats: +6 Str / +3 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic steel battleaxe (122% power, 2 apr)caustic steel battleaxe (122% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +17 acid / +14 nature When wielded/worn: Armour penetration: +12 Changes resistances penetration: +12% acid / +12% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. enhanced stralite battleaxe of persecution (157% power, 3 apr)enhanced stralite battleaxe of persecution (157% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage against: +27% Unnatural When wielded/worn: Changes stats: +7 Str / +5 Dex / +9 Mag / +15 Wil / +9 Cun / +10 Con Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite dagger (135% power, 9 apr)blazebringer's stralite dagger (135% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +35 fire When wielded/worn: Changes resistances penetration: +20% fire Global speed: +7% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite dagger of crippling (134% power, 9 apr)thought-forged stralite dagger of crippling (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +14 mind When wielded/worn: Physical crit. chance: +5.0% Changes stats: +1 Cun / +3 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Shadeviper (151% power, 2 apr)Shadeviper (151% 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. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +20 arcane When wielded/worn: Armour: +4 Changes stats: +6 Str Changes resistances: +5% arcane Changes resistances penetration: +20% physical Changes damage: +9% physical Massive two-handed mauls. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. Torchwither the steel greatsword (129% power, 2 apr)Torchwither the steel greatsword (129% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +18% light / +12% nature Changes resistances penetration: +25% fire / +12% all Changes damage: +3% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Betheldamira the ShiverviceBetheldamira the Shivervice Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +8 cold When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 48% Changes stats: +8 Dex / +6 Cun / +4 Con Changes resistances: +15% nature Changes resistances penetration: +11% physical Changes damage: +18% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of piercingmighty yew longbow of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical power: +11 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +12% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of coldmighty hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 cold When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Glitterviper the yew vilestaff (120% power, 4 apr, fire element)Glitterviper the yew vilestaff (120% 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. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% darkness / +18% lightning Changes resistances penetration: +10% light / +10% fire Changes damage: +20% fire / +9% light / +6% darkness Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Nimbuszeal the yew magestaff (120% power, 4 apr, cold element)Nimbuszeal the yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +30% lightning / +21% fire Changes resistances penetration: +10% darkness / +15% fire Changes damage: +15% lightning / +20% cold Talent granted: +1 Command Staff Physical save: +10 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+4 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Prismpiercer (111% power, 3 apr, light element)Prismpiercer (111% 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. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +15% blight / +12% darkness Changes resistances penetration: +20% light Changes damage: +15% light / +9% darkness Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced blue-steel trident of massacre (135% power, 8 apr)balanced blue-steel trident of massacre (135% power, 8 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 135% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+1 eff.) Disarm immunity: +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel waraxe 'Tidepyre' (134% power, 4 apr) =9 MAG= dwarven-steel waraxe 'Tidepyre' (134% power, 4 apr) =9 MAG=Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness / +8 cold Damage against: +6% Living When wielded/worn: Changes stats: +4 Str / +6 Dex / +9 Mag / +9 Wil / +5 Cun / +3 Con One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Morningbait the cashmere cloak (2 def, 0 armour)Morningbait the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +4 Wil Changes resistances: +15% mind / +6% light Changes resistances penetration: +15% nature Changes damage: +12% mind Mental save: +9 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
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: +3 Wil / +4 Mag 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. |
This item will automatically be transmogrified when you leave the level. grounding elven-silk wizard hat of frost (+8%) (3 def, 0 armour)grounding elven-silk wizard hat of frost (+8%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +8% lightning / +19% cold / +10% temporal Changes damage: +13% cold A pointy cloth hat, very wizardly... |
iron helm 'Nohir' (0 def, 3 armour) =wb= iron helm 'Nohir' (0 def, 3 armour) =wb=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +1 Wil Changes resistances: +5% cold Changes resistances penetration: +5% arcane Allows you to breathe in: water Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour)stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Physical save: +16 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour)stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Physical save: +14 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Bleakmonster the steel mail armour (2 def, 6 armour)Bleakmonster the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 4 darkness Changes stats: +7 Mag Changes resistances: +17% lightning / +3% darkness Changes damage: +6% arcane Critical mult.: +20.00% Spell crit. chance: +2% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of implacability (4 def, 14 armour)rejuvenating stralite mail armour of implacability (4 def, 14 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+0 eff.) Fatigue: +5% Physical save: +9 (+3 eff.) Life regen: +3.50 Stamina each turn: +1.30 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of the wind (21 def, 7 armour)cleansing reinforced leather armour of the wind (21 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +12 Physical crit. chance: +7.0% Armour: +7 Defense: +21 (+4 eff.) Fatigue: +8% Changes resistances: +14% nature / +11% blight Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 175 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Scabtide (0 def, 6 armour, 100% power, 80.5 block)Scabtide (0 def, 6 armour, 100% power, 80.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 129% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +15 acid / +8 light When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 15% chance to reduce armor by 29% Damage when hit (Melee): 10 nature Changes stats: +4 Con Changes resistances: +15% acid / +6% light / +6% nature Changes resistances penetration: +25% mind Changes damage: +18% mind Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield 'Ragybers' (0 def, 23 armour, 100% power, 182.5 block)stralite shield 'Ragybers' (0 def, 23 armour, 100% power, 182.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 153% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +182 Damage Shield penetration (this weapon only): +20% Damage (Melee): +18 physical / +17 fire When wielded/worn: Armour: +23 Fatigue: +8% Damage when hit (Melee): 16 fire Changes stats: +4 Str / +4 Wil Changes resistances: +21% lightning / +15% fire / +14% physical Changes damage: +3% physical Talent granted: +1 Block Only die when reaching: -40.00 life Slows Projectiles: +26% Bonus block near projectiles: +60 Handheld deflection devices. |
onyx 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. |
aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 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. |
opal 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
This item will automatically be transmogrified when you leave the level. scorching alchemist's lamp of healthscorching alchemist's lamp of health Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +7% fire Maximum life: +51.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 3 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 3/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Obsidianborn [power 290] (15 cooldown) Obsidianborn [power 290] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 10 darkness Changes resistances: +6% darkness It can be used to sting an enemy dealing 371 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 23% for 2 turns. * Gain a 29% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle 'Snowkiller' [power 440] (25 cooldown) dragonbone totem of summon tentacle 'Snowkiller' [power 440] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% arcane Changes damage: +3% cold Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1234 Base Damage: 516 Armor: 31 All Resist: 12 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 48. * Reduce 3 talent cooldowns by 2. * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Big Shug the Halfling Berserker level 18
35th Dusk 122nd year of Ascendancy at 19:40 see stats
By Big Shug the Halfling Berserker level 24
36th Haze 122nd year of Ascendancy at 00:23 see stats
By Big Shug the Halfling Berserker level 21
14th Haze 122nd year of Ascendancy at 18:47 see stats
By Big Shug the Halfling Berserker level 30
69th Haze 122nd year of Ascendancy at 07:28 see stats
By Big Shug the Halfling Berserker level 10
6th Mirth 122nd year of Ascendancy at 08:41 see stats
By Big Shug the Halfling Berserker level 20
10th Haze 122nd year of Ascendancy at 17:49 see stats
By Big Shug the Halfling Berserker level 30
61st Haze 122nd year of Ascendancy at 12:07 see stats
By Big Shug the Halfling Berserker level 19
75th Dusk 122nd year of Ascendancy at 18:10 see stats
By Big Shug the Halfling Berserker level 26
37th Haze 122nd year of Ascendancy at 14:49 see stats
By Big Shug the Halfling Berserker level 15
13rd Dusk 122nd year of Ascendancy at 01:23 see stats
By Big Shug the Halfling Berserker level 27
39th Haze 122nd year of Ascendancy at 11:24 see stats
By Big Shug the Halfling Berserker level 10
7th Mirth 122nd year of Ascendancy at 05:16 see stats
By Big Shug the Halfling Berserker level 27
49th Haze 122nd year of Ascendancy at 13:54 see stats
By Big Shug the Halfling Berserker level 7
2nd Mirth 122nd year of Ascendancy at 00:40 see stats
By Big Shug the Halfling Berserker level 27
49th Haze 122nd year of Ascendancy at 05:54 see stats
By Big Shug the Halfling Berserker level 23
24th Haze 122nd year of Ascendancy at 06:00 see stats
By Big Shug the Halfling Berserker level 17
16th Dusk 122nd year of Ascendancy at 05:01 see stats
Log
Bone giant's morale has been lowered.
Yvida the Guardian's morale has been lowered.
Big Shug casts Rune: Blink.
Big Shug is out of phase.
Bone giant uses Bone Armour.
A shield forms around bone giant.
Elder vampire performs a diseased attack against Big Shug.
Big Shug evades Elder vampire.
Orc warrior uses Pride of the Orcs.
Orc warrior receives 196 healing from Pride of the Orcs.
Aduta the giant lightning ant uses Oozebeam.
Aduta the giant lightning ant's mind surges with critical power!
Big Shug is recovering from the damage!
Big Shug slows down.
Aduta the giant lightning ant hits Big Shug for 316 nature damage.
Yvida the Guardian casts Soul Rot.
Yvida the Guardian's spell attains critical power!
Yvida the Guardian roars triumphantly.
Yvida the Guardian's Soul Rot hits Big Shug for 385 blight damage.
Big Shug the level 32 halfling berserker was plagued to death by Yvida the Guardian on level 1 of Ruined Dungeon.
Big Shug speeds up.
Big Shug is no longer evading attacks.
Big Shug has finished recovering.
Big Shug's awareness returns to normal.
Big Shug deactivates Chant of Fortitude.
Big Shug deactivates Daunting Presence.
Big Shug deactivates Berserker Rage.
Big Shug's rage subsides!
Big Shug is no longer out of phase.