











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Remove Stat Requirements 1.5.5 Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 18 / 44% |
| Size | big |
| Lifes / Deaths | Killed by The Dreaming One at level 15 on the 75th Dusk 122nd year of Ascendancy at 18:54 2 / 4Killed by Aerunn the wolf at level 18 on the 28th Haze 122nd year of Ascendancy at 17:40 Killed by Layuretira the Guardian at level 18 on the 28th Haze 122nd year of Ascendancy at 21:56 Killed by Killfuck Soulshitter at level 18 on the 28th Haze 122nd year of Ascendancy at 22:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 60 (base 46) |
| Cunning | 52 (base 36) |
Resources
| Life | 485/485 |
| Equilibrium | 0 |
| Psi | 170/170 |
| Healing Factor | 1.062941519274 |
| Regeneration | 0.26573537981849 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 29 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Light | +3% |
| Nature | +15% |
| Physical | +5% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Darkness | +15% |
| Fire | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (60%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 1 |
| Physical Save | 32 |
| Spell Save | 43 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 20%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 23% |
| Pinning Resistance | 31% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| Psionic focus | hateful dwarven-steel greatsword of massacre (166% power, 2 apr)Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 Power: 167% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed swords. |
| On hands | sand dwarven-steel gauntlets of strength (+4) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 6 physical Changes stats: +4 Str Changes damage: +5% physical When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | mindcaging rough leather cap of trickery (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Dex Changes resistances: +10% mind Mental save: +10 (+4 eff.) Confusion immunity: +23% A cap made of leather. |
| On feet | dreamer's pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Physical save: +5 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
| Tool | Brodidan [power 176] (12/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Wil / +1 Cun Changes resistances penetration: +10% acid Changes damage: +6% acid It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 13% for 2 turns. * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hettazor the DarktyphoonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 darkness Changes stats: +3 Str Changes damage: +3% acid Rings make your fingers look great! |
| On fingers | Harirab the ShadowvaultCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
| Around neck | CoalgleanCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Wil Physical save: +11 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) Maximum psi: +20.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
| In main hand | balanced voratun longsword (162% power, 6 apr)Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+4 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
| Around waist | rough leather belt 'Phoenixtooth'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +10 (+5 eff.) Changes resistances penetration: +5% fire Spell save: +12 (+4 eff.) Pinning immunity: +10% Only die when reaching: -60.00 life Maximum life: +34.00 A belt that goes around your waist. |
| In off hand | Glareglamour (124% power, 2 apr)Requires: Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 124% Range: 1.4x 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% When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +14% acid / +8% lightning / +8% cold / +8% fire / +2% all Changes resistances penetration: +10% mind Changes damage: +24% acid / +3% light Spell save: +6 (+2 eff.) Blunt and deadly. |
| Cloak | linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (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 (+5 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 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 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. |
Inventory
movement infusion of the titan (speed 456%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
regeneration infusion of the duelist (heal 124; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 124 life over 5 turns. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
This item will automatically be transmogrified when you leave the level.gold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.ash magestaff (125% power, 3 apr, lightning element) Requires: 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 126% Range: 1.2x 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% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel ash magestaff of wizardry (125% power, 3 apr, lightning element) Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 126% Range: 1.2x 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 stats: +2 Mag / +2 Wil Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +14.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% 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 might (125% power, 3 apr, blight element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 126% Range: 1.2x 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% blight Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing steel greatmaul (144% power, 2 apr) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 145% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.chilling steel greatmaul of daylight (145% power, 2 apr) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 146% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 light / +16 cold Damage against: +12% Undead Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron greatsword of massacre (137% power, 1 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful steel greatsword (143% power, 2 apr) Requires: Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of massacre (146% power, 4 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.arcing steel mace (127% power, 3 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Veladhenor (123% power, 3 apr) Requires: Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 34 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +7 mind Damage (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% arcane Changes damage: +6% arcane Maximum mana: +20.00 Spell crit. chance: +2% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of daylight (125% power, 3 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +10% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level.chilling steel dagger of massacre (130% power, 6 apr) Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 131% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming steel dagger of phasing (119% power, 13 apr) Requires: Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (radius 1) on hit: +5 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger 'Ereligorn' (120% power, 6 apr) Requires: Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x 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: * 20% chance to reduce armor by 9% Damage (Melee): +8 darkness Damage (radius 2) on crit: +14 lightning / +5 cold Damage against: +7% Living When wielded/worn: Changes stats: +7 Con / +6 Wil Changes resistances: +6% acid Changes resistances penetration: +7% lightning / +7% cold / +15% acid Changes damage: +3% arcane Maximum life: +20.00 Movement speed: +24% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking steel dagger (121% power, 6 apr) Requires: Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 122% Range: 1.3x Uses stats: 50% Str, 50% Dex 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: +6 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Bloomsoul (94% power, 13 apr, nature damage) Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 37 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level.Bearig the Wretchdeath Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% nature Changes resistances penetration: +11% physical / +20% darkness / +20% nature Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 117% power, 39.5 block) Requires: - Shield usage training Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 117% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 1 fire Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe of light (+21%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% light / +9% all Changes damage: +11% arcane / +14% light Maximum mana: +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +15% acid / +11% all Changes damage: +10% acid Mana each turn: +0.16 Psi each turn: +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of command (8 def, 5 armour)Requires: Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +11 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of temporal resistance (6 def, 4 armour) Requires: Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +18% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) Requires: Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +17% acid Life regen: +3.20 Stamina each turn: +0.80 A suit of armour made of leather. |
Zeryndur the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +3 Dex Maximum life: +24.00 Maximum hate: +2.00 Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour of clarity (2 def, 6 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +12 (+4 eff.) Life regen: +3.60 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Kindlewitch the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +15% blight / +13% nature / +9% light Changes resistances penetration: +10% mind Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level.steel plate armour of cold resistance (0 def, 9 armour) Requires: - Massive armour training Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% cold A suit of armour made of metal plates. |
Ololin the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +2 Changes resistances: +5% arcane Spell save: +6 (+2 eff.) Silence immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% Size category: +1 A belt that goes around your waist. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Physical save: +5 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Blastvengeance'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% lightning / +6% fire Critical mult.: +5.00% Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Hazeobsidian the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Damage when hit (Melee): 2 acid / 6 temporal / 2 cold Changes resistances: +6% temporal Changes resistances penetration: +20% cold Life regen: +0.90 Healing mod.: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Artheruitondil the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 34 Changes stats: +4 Cun / +3 Wil Changes resistances: +3% cold / +5% arcane / +6% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Mental crit. chance: +6% 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.Cuthidur (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 6 mind Physical save: +7 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Sulfurblast the cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +9% cold / +5% arcane / +3% nature Physical save: +17 (+8 eff.) Mental save: +6 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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.Hazemistress the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +20% cold Spell save: +12 (+4 eff.) Disease immunity: +20% Cut immunity: +20% Silence immunity: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Jetedge' (25 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+13 eff.) Damage when hit (Melee): 4 physical Changes resistances: +18% darkness Critical mult.: +5.00% Stamina each turn: +0.30 Maximum stamina: +21.00 A pair of boots made of leather. |
pair of iron boots 'Wildqueller' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +25 (+12 eff.) Physical power: +15 (+7 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% fire / +5% cold Changes damage: +3% nature Mindpower: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.sand dwarven-steel gauntlets of dexterity (+2) (0 def, 7 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +2 Dex Changes damage: +4% physical When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level.Siluna the cashmere wizard hat (17 def, 2 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +17 (+9 eff.) Changes stats: +3 Cun Reduces incoming crit damage: 10.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Life regen: +4.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Bariroddadil (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +3 Wil / +2 Con Changes resistances: +19% lightning / +6% acid Changes damage: +13% lightning / +6% mind / +12% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Brenalin the Radiancemortal (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: +5 Str Changes resistances penetration: +5% light Mental save: +3 (+1 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Mardudig the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Damage when hit (Melee): 2 physical Changes stats: +3 Str / +2 Dex / +2 Con Changes resistances: +5% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex 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.Adura the Rimeward (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% light / +9% cold Changes resistances penetration: +25% cold Changes damage: +3% cold Stamina when hit: +1.00 Equilibrium when hit: +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Polynn the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Critical mult.: +10.00% Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Strikerage [power 116] (12/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Con / +3 Wil Changes resistances: +3% lightning Changes damage: +6% lightning Light radius: +2 Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.ash wand of conjuration [power 160] (12/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 160 fire damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.overpowered ash wand of lightning storm [power 296] (12/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.Glatira the Tundraspike [power 266] (12/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% cold Changes resistances penetration: +5% mind Critical mult.: +5.00% Mental save: +6 (+2 eff.) Maximum psi: +40.00 It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Killfuck Soulshitter the Krog Mindslayer level 12
6th Dusk 122nd year of Ascendancy at 10:57 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Killfuck Soulshitter the Krog Mindslayer level 12
9th Flare 122nd year of Ascendancy at 10:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Killfuck Soulshitter the Krog Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 06:11 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Killfuck Soulshitter the Krog Mindslayer level 11
1st Summertide 122nd year of Ascendancy at 05:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Killfuck Soulshitter the Krog Mindslayer level 8
6th Mirth 122nd year of Ascendancy at 19:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Killfuck Soulshitter the Krog Mindslayer level 15
75th Dusk 122nd year of Ascendancy at 05:43 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Killfuck Soulshitter the Krog Mindslayer level 18
28th Haze 122nd year of Ascendancy at 22:01 see stats
Log
Poison from Killfuck Soulshitter hits Iceblock for 7 nature damage.
Killfuck Soulshitter hits Iceblock for 22 physical, 3 darkness, 0 arcane, 11 physical (35 total damage).
Bee swarm bites poison into Killfuck Soulshitter.
Killfuck Soulshitter blocks Bee swarm's attack and retaliates with her telekinetically wielded weapon!
Bee swarm is disarmed!
Killfuck Soulshitter repels an attack from Bee swarm.
Killfuck Soulshitter hits Iceblock for 34 physical, 3 darkness, 0 arcane, 11 physical (48 total damage).
Wolf speeds up.
Wolf slows down.
Layuretira the Guardian speeds up.
Layuretira the Guardian uses Spinal Break.
Layuretira the Guardian performs a melee critical strike against Killfuck Soulshitter!
Layuretira the Guardian slows down.
Killfuck Soulshitter is no longer attuned.
Killfuck Soulshitter deactivates Beyond the Flesh.
Wolf hits Killfuck Soulshitter for (3 to psi shield), (2 to ice), 3 physical (3 total damage).
Layuretira the Guardian hits Killfuck Soulshitter for (41 to psi shield), (46 to ice), 68 physical (68 total damage).
Poison from Killfuck Soulshitter hits Iceblock for 5 nature damage.
Melee retaliation hits Iceblock for 2 acid, 4 darkness, 10 nature, 2 nature, 2 acid, 4 darkness, 10 nature, 2 nature, 2 acid, 4 darkness, 10 nature, 2 nature (48 total damage).
Poison from Killfuck Soulshitter hits Iceblock for 4 nature damage.
Killfuck Soulshitter the level 18 krog mindslayer was squished to death by Layuretira the Guardian on level 1 of Ruined Dungeon.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layuretira the Guardian killed Killfuck Soulshitter!
Saving game...
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!


























































































































