









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 20 / 3% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 20 on the 71st Dusk 122nd year of Ascendancy at 10:59 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 25 (base 25) |
Magic | 72 (base 48) |
Willpower | 39 (base 25) |
Cunning | 21 (base 11) |
Resources
Life | -524/186 |
Mana | 323/378 |
Soul | 7/13 |
Healing Factor | 1.4245178243369 |
Regeneration | 4.629682929095 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 21.970039208598 |
See Invisible | 21.970039208598 |
Offense: Mainhand
Damage | 44 |
Accuracy | 6 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +10% |
Nature | +13% |
Physical | +8% |
Fire | +26% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 34 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 27%( 70%) |
Light | + 47%( 70%) |
Nature | + 40%( 70%) |
Cold | + 17%( 70%) |
Mind | + 27%( 70%) |
Fire | + 62%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (330 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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 Horned Horror. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 12. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Spellpower: +3 (+1 eff.) (-) A pair of boots made of leather. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +4(-) Mag / +4(-) Wil Spellpower: +4 (+1 eff.) (-) A pointy cloth hat, very wizardly... |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +3.00 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | ![]() savior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +9 (+4 eff.) (+1 (+0 eff.)) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() cruel ash bonestaff of channeling (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Mana each turn: +0.12 (-) Spellpower: +16 (+4 eff.) (-) Spell crit. chance: +9% (-) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 (-) Defense: +15 (+12 eff.) (-) Damage when hit (Melee): 18(-) fire Changes stats: +6(-) Cun / +10(-) Mag Changes resistances: +50%(-) fire / -10%(-) cold / +11%(-) all Changes resistances penetration: +20%(-) fire Changes damage: +20%(-) fire Spellpower: +12 (+3 eff.) (-) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() Lightningwitch the linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Damage (Melee): 0(-10) item expose Changes stats: +2(-) Wil Changes resistances: +3%(-) lightning / +3%(-) mind Changes damage: +6%(-) fire Mental save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Amulets make your neck look great! |
Inventory
![]() This item will automatically be transmogrified when you leave the level. shimmering yew vilestaff of fate (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+1) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +20% blight / +0%(-15%) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Mana each turn: +0.19 (+0.07) Maximum mana: +46.00 Spellpower: +9 (+2 eff.) (-7 (-2 eff.)) Spell crit. chance: +7% (-2%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+1) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +7 (+4 eff.) Changes damage: +0%(-15%) darkness / +20% fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +9 (+2 eff.) (-7 (-2 eff.)) Spell crit. chance: +3% (-6%) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 103.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. plaguebringer's steel greatsword of massacre (29-46 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 29.0 - 46.4(+14.0 - +28.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-1) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +13 blight When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Disease immunity: +18% Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. chilling steel mace of massacre (18-24 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 17.5 - 24.5(+2.5 - +6.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) Damage (Melee): +8 cold When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. chilling dwarven-steel waraxe of massacre (27-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8(+12.0 - +19.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+1) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +5 cold When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of daylight (14-19 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9(-0.5 - +0.9) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+4) Crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Damage (Melee): +7 light Damage against: +11% Undead When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of massacre (24-31 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6(+8.5 - +12.6) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+4) Crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +5 fire When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. nature's vined mindstar (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-9.0 - -11.4) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +4% blight Changes damage: +4% nature / +0%(-15%) darkness Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Disease immunity: +13% Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar of life (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9(-1.5 - -3.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+29) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +6% blight Changes damage: +2% nature / +0%(-15%) darkness Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Disease immunity: +13% Life regen: +1.40 Mana each turn: +0.00 (-0.12) Maximum life: +25.00 Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. ranger's yew longbow 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: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +9 When wielded/worn: Changes stats: +3 Dex Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Longbows are used to shoot arrows at your foes. |
![]() This item will automatically be transmogrified when you leave the level. ranger's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Dex Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of life draining Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Damage (Ranged): +5 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() This item will automatically be transmogrified when you leave the level. fungal dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes damage: +0%(-15%) darkness Talent mastery: +0.20 Wild-gift / Fungus Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) It can be used to regenerate 112 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() This item will automatically be transmogrified when you leave the level. mighty voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+12) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-16 (-4 eff.)) Spell crit. chance: +0% (-9%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() high-capacity quiver of yew arrows of paradox (35/36, 32-46 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 36 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +11 temporal When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() arcing pouch of iron shots of crippling (14/14, 16-19 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 14 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of dwarven-steel shots (19/22, 36-43 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Damage (Ranged): +12 physical Shots are used with slings to pummel your foes to death. |
![]() tundral pouch of dwarven-steel shots of wind (10/21, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 95 physical damage Travel speed: +200% Damage (Ranged): +11 cold Damage (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
![]() reinforced dwarven-steel shield (0 def, 7 armour, 105.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. focusing woollen robe of light (+15%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-12 eff.)) Damage when hit (Melee): 0(-18) fire Changes stats: +5(-5) Mag / +5 Wil / +0(-6) Cun Changes resistances: +0%(-50%) fire / +0%(+10%) cold / +15% light / +9%(-2%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +10% light / +0%(-20%) fire Mana each turn: +0.14 Psi each turn: +0.14 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-12 eff.)) Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +0%(+10%) cold / +0%(-50%) fire / +9%(-2%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Spell save: +17 (+8 eff.) Spellpower: +3 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of light (+21%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-12 eff.)) Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +0%(-50%) fire / +0%(+10%) cold / +21% light / +11%(-) all Changes resistances penetration: +0%(-20%) fire Changes damage: +14% light / +0%(-20%) fire Mental save: +16 (+8 eff.) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. timebroken cashmere robe of blight (+12%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-12 eff.)) Damage when hit (Melee): 0(-18) fire Changes stats: +2(-8) Mag / +4 Wil / +0(-6) Cun Changes resistances: +12% blight / +0%(+10%) cold / +0%(-50%) fire / +11%(-) all Changes resistances penetration: +0%(-20%) fire Changes damage: +12% blight / +12% temporal / +13% arcane / +0%(-20%) fire Maximum mana: +10.00 Spellpower: +5 (+1 eff.) (-7 (-2 eff.)) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of spell shielding (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (-12 (-9 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +11% light / +11% darkness / +0%(-50%) fire / +0%(+10%) cold / +6% arcane / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Spell save: +10 (+5 eff.) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) A suit of armour made of leather. |
![]() troll-hide rough leather armour of the deep (3 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +3 (+3 eff.) (-12 (-9 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +5% acid / +6%(+16%) cold / +0%(-50%) fire / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Allows you to breathe in: water Life regen: +3.50 Maximum life: +31.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Healing mod.: +11% A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (+4) Defense: +4 (+4 eff.) (-11 (-8 eff.)) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 0(-18) fire Changes stats: +5 Str / +0(-10) Mag / +0(-6) Cun / +3 Con Changes resistances: +0%(-50%) fire / +0%(+10%) cold / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() This item will automatically be transmogrified when you leave the level. hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (+4) Defense: +9 (+9 eff.) (-6 (-3 eff.)) Fatigue: +8% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +15% acid / +0%(+10%) cold / +0%(-50%) fire / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of acid resistance (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 (+12) Defense: +2 (+2 eff.) (-13 (-10 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +19% acid / +0%(+10%) cold / +0%(-50%) fire / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (+6) Defense: +3 (+3 eff.) (-12 (-9 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-6) Cun / +0(-10) Mag Changes resistances: +0%(+10%) cold / +20%(-30%) fire / +0%(-11%) all Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-20%) fire Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. kruk cloak of the Shaloren (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-1 (+0 eff.)) Damage (Melee): 0(-10) item expose Changes stats: +2 Mag / +2(-) Wil Changes resistances: +0%(-3%) lightning / +0%(-3%) mind Changes damage: +0%(-6%) fire Mental save: +0 (+0 eff.) (-6 (-3 eff.)) A stylish kruk-style cloak, to look awesome. |
![]() This item will automatically be transmogrified when you leave the level. insulating pair of iron boots (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 (+2) Fatigue: +2% Changes resistances: +5% fire / +6% cold Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +3% Changes stats: +3 Str / +4 Con Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. grounding iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +5% Changes stats: +0(-4) Mag / +0(-4) Wil Changes resistances: +6% lightning / +5% temporal Spellpower: +0 (+0 eff.) (-4 (-1 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. bladed dwarven-steel helm of dexterity (+5) (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 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +4% Changes stats: +5 Str / +5 Dex / +0(-4) Mag / +0(-4) Wil Spellpower: +0 (+0 eff.) (-4 (-1 eff.)) 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 32.7 Physical damage. If the attack hits, the target is confused (25% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by 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. |
![]() 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. |
![]() This item will automatically be transmogrified when you leave the level. powerful steel torque of gale force [power 175] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. quick yew wand of shielding [power 212] (16 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Emily the Cornac Necromancer level 16
28th Dusk 122nd year of Ascendancy at 17:34 see stats
By Emily the Cornac Necromancer level 18
33rd Dusk 122nd year of Ascendancy at 01:53 see stats
By Emily the Cornac Necromancer level 19
33rd Dusk 122nd year of Ascendancy at 13:25 see stats
By Emily the Cornac Necromancer level 10
10th Mirth 122nd year of Ascendancy at 18:00 see stats
By Emily the Cornac Necromancer level 20
71st Dusk 122nd year of Ascendancy at 07:49 see stats
By Emily the Cornac Necromancer level 19
65th Dusk 122nd year of Ascendancy at 17:04 see stats
By Emily the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 07:59 see stats
By Emily the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 00:19 see stats
By Emily the Cornac Necromancer level 9
5th Mirth 122nd year of Ascendancy at 09:56 see stats
Log
Armoured skeleton warrior resists the baneful energy!
Armoured skeleton warrior wanders around!
Emily wanders around!
Ghoul resists the baneful energy!
Armoured skeleton warrior resists the baneful energy!
Celia hits Emily for (43 absorbed), 22 cold (22 total damage).
Celia hits Armoured skeleton warrior for 49 cold damage.
Celia hits Ghoul for 61 cold damage.
Celia hits Armoured skeleton warrior for 59 cold damage.
Spikes of Decrepitude hits Armoured skeleton warrior for 15 cold, 13 darkness (28 total damage).
Spikes of Decrepitude hits Ghoul for 17 cold, 14 darkness (31 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 16 cold, 14 darkness (30 total damage).
Hiemal Shield hits Emily for (2 absorbed) damage.
Emily hits Emily for 1 fire damage.
Celia casts Rigor Mortis.
Emily deactivates Hiemal Shield.
Emily feels death coming!
Emily unleashes a blast of frostdusk as she crosses the veil!
Celia hits Emily for (56 absorbed), 273 cold, 260 darkness (533 total damage).
Emily hits Ghoul for 104 cold, 110 darkness (214 total damage).
Emily is confused and fails to use Consume Soul.
Celia's Hiemal Shield hits Emily for 45 cold damage.
Celia reflects damage back to Emily!
Emily's Hiemal Shield hits Celia for (19 absorbed), 0 cold (0 total damage).
Celia hits Emily for 19 reflected damage.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Bane of Confusion from Celia hits Emily for 51 darkness damage.
Emily the level 20 cornac necromancer was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.