







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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: 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 Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 23 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Bandit Leader Glikira at level 23 on the 2nd Decay 122nd year of Ascendancy at 23:26 / 1 |
Primary Stats
| Strength | 75 (base 13) |
| Dexterity | 83 (base 53) |
| Constitution | 51 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 61 (base 42) |
Resources
| Life | -186/679 |
| Stamina | 137/216 |
| Healing Factor | 1.4940316950177 |
| Regeneration | 10.234117110871 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.634129341246 |
| See Invisible | 36.634129341246 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 108 |
| Accuracy | 55 |
| Crit Chance | 23% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Blight | +5% |
| Physical | +11% |
| Acid | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (35.65183292883%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 15 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 66% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 293 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic 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 Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed electric eel tail. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. pair of hardened leather boots 'Windsting' (10 def, 3 armour) (On feet)]pair of hardened leather boots 'Windsting' (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) (-) Armour: +3 (-) Defense: +10 (+3 eff.) (-) Effects on melee hit: * 10% chance to slow global speed by 46% Damage (Melee): 0(-10) item nature slow Changes stats: +7(-) Str / +6(-) Con Changes damage: +6%(-) physical Maximum stamina: +20.00 (-) Size category: +1 (-) A pair of boots made of leather. |
| On hands | [vs. Lorohir the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]Lorohir the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 8(-) acid Changes stats: +3(-) Str / +2(-) Wil / +4(-) Con Changes resistances: +6%(-) acid Changes damage: +3%(-) acid Talent masteries: +0.20(-) Technique / Grappling Physical save: +14 (+5 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +46% (-) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 (-) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +9(-) acid Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. Radiancestake the rough leather cap (0 def, 1 armour) (On head)]Radiancestake the rough leather cap (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(-) Str Changes resistances: +3%(-) light Disease immunity: +10% (-) Life regen: +4.00 (-) Light radius: +1 (-) A cap made of leather. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. Inertial Twine (On fingers, 1 of 2)]Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 (-) Changes stats: +4(-) Str / +8(-) Wil Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Physical save: +12 (+4 eff.) (-) Knockback immunity: +100% (-) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
| On fingers | [vs. Inertial Twine (On fingers, 1 of 2)]warrior's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (+1) Changes stats: +3(-1) Str / +0(-8) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +22% (-78%) Maximum life: +20.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's gold amulet of dexterity (+10) (Around neck)]wanderer's gold amulet of dexterity (+10) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% (-) Changes stats: +10(-) Dex / +5(-) Cun / +5(-) Con Life regen: +2.00 (-) Stamina each turn: +0.50 (-) Movement speed: +10% (-) Amulets make your neck look great! |
| Main armor | [vs. The Untouchable (14 def, 12 armour) (Main armor)]The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 (-) Armour: +12 (-) Defense: +14 (+4 eff.) (-) Changes stats: +8(-) Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | [vs. Summertide Phial (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.(72 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | [vs. Woerip the linen cloak (1 def, 0 armour) (Cloak)]Woerip the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 2(-) darkness Changes stats: +6(-) Str / +6(-) Mag / +2(-) Wil / +1(-) Cun Changes resistances: +3%(-) temporal Reduces incoming crit damage: 15.00% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. Shimmerpride (Around waist)]Shimmerpride Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2(-) Dex / +5(-) Cun / +1(-) Con Changes resistances: +3%(-) cold Changes damage: +3%(-) lightning Life regen: +0.60 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
heroism infusion of the psychic (die at -340; dur 5; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -340 life. The duration and life will increase by 1% for every 1% life you have lost (currently 774 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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. |
movement infusion of the sneak (speed 824%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 824% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 psychic (heal 211; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Its effects scale with your Willpower 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. |
[vs. Rune: Blink [blink rune of the sneak (range 6; phase 19; cd 10)] (on body)]blink rune of the duelist (range 7; phase 20; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 10(-) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7(+1) spaces within line of sight. Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 20%(0%), your defense is increased by 20(+0) and all your resistances by 20%(0%). Its effects scale with your -Cunning, +Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Blink [blink rune of the sneak (range 6; phase 19; cd 10)] (on body)]blink rune of the titan (range 6; phase 16; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14(+4) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6(-) spaces within line of sight. Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 16%(-4%), your defense is increased by 16(-4) and all your resistances by 16%(-4%). Its effects scale with your -Cunning, +Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the warrior (absorb 50; cd 12)] (on body)]shatter afflictions rune of the wizard (absorb 73; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 73(-22) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]Koruhek the Nimbusbearer Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +0(-10) Dex / +0(-5) Cun / +0(-5) Con Changes resistances: +15% lightning / +6% acid Changes resistances penetration: +25% lightning / +5% darkness / +10% acid Stun/Freeze immunity: +21% Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets make your neck look great! |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]restful copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +0(-10) Dex / +0(-5) Cun / +0(-5) Con Life regen: +1.00 (-1.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets make your neck look great! |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-10) Dex / +5 Wil / +0(-5) Cun / +0(-5) Con Damage affinity(heal): +15% nature Life regen: +2.00 (-) Stamina each turn: +0.00 (-0.50) Mindpower: +5 (+3 eff.) Movement speed: +0% (-10%) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]a necklace with fangs Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]steel amulet 'Rheyarain' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-10) Dex / +3 Wil / +0(-5) Cun / +0(-5) Con Changes resistances: +14% lightning / +12% temporal Changes resistances penetration: +10% acid Changes damage: +15% acid / +9% blight Pinning immunity: +23% Stun/Freeze immunity: +28% Knockback immunity: +23% Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets make your neck look great! |
[vs. wanderer's gold amulet of dexterity (+10) (Around neck)]savior's gold amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-10) Dex / +3 Mag / +0(-5) Cun / +0(-5) Con Physical save: +12 (+4 eff.) Spell save: +14 (+9 eff.) Mental save: +11 (+6 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 Movement speed: +0% (-10%) Amulets make your neck look great! |
[vs. Inertial Twine (On fingers, 1 of 2)]copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-5) Changes stats: +0(-4) Str / +0(-8) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +24% Knockback immunity: +0% (-100%) Life regen: +1.00 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Inertial Twine (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (+1) Changes stats: +3(-1) Str / +0(-8) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Knockback immunity: +0% (-100%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Inertial Twine (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-5) Changes stats: +0(-4) Str / +4(-4) Wil / +6 Con Changes resistances: +25% cold / +10% nature / +0%(-5%) physical Changes damage: +0%(-5%) physical / +15% cold Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Knockback immunity: +0% (-100%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.29 cold and 11.43 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Inertial Twine (On fingers, 1 of 2)]warrior's steel ring of lightning (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 (-1) Changes stats: +2(-2) Str / +0(-8) Wil Changes resistances: +26% lightning / +0%(-5%) physical Changes damage: +13% lightning / +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Knockback immunity: +0% (-100%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Inertial Twine (On fingers, 1 of 2)]wizard's steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +0 (-5) Changes stats: +0(-4) Str / +3 Mag / +0(-8) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +6 (+5 eff.) Knockback immunity: +0% (-100%) Spellpower: +6 (+3 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+7 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 39 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
River's Fury (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 68 power out of 80/80) : Effective talent level: 1.0 Power cost: 68 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.92 cold damage and 6.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level.steel longsword of amnesia (14-20 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword of massacre (28-39 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.0 - 39.2 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% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +10% Sharp, long, and deadly. |
Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger of erosion (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 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): +7 nature When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +23% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling steel dagger of paradox (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 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): +5 temporal / +12 cold When wielded/worn: Changes resistances: +7% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's steel dagger of shearing (12-15 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 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: +7 (+2 eff.) Armour penetration: +5 Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% all / +8% physical Disarm immunity: +13% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel dagger of corruption (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Changes resistances penetration: +7% physical Sharp, short and deadly. |
stralite dagger of crippling (28-36 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
epiphanous vined mindstar (6-7 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +9% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +1.00 Mindpower: +6 (+3 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. |
creative living mindstar of balance (16-17 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +2 (+1 eff.) Spell save: +5 (+5 eff.) Mental save: +5 (+3 eff.) Equilibrium when hit: +0.70 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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.Scorpion's Tail (28-31 power, 8 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+3 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level.Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] 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: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level.deadly quiver of yew arrows of amnesia (17/17, 42-58 power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 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: 17 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level.reinforced steel shield of mind resistance (+10%) (0 def, 6 armour, 60.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +10% mind Talent granted: +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Layywen the woollen robe (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +0 (-12) Defense: +0 (+0 eff.) (-14 (-4 eff.)) Changes stats: +0(-8) Cun Changes resistances: +6% lightning / +13% blight / +3% nature / +15% mind / +9% all Changes resistances penetration: +5% acid Changes damage: +15% mind Life regen: +5.00 Only die when reaching: -80.00 life Maximum life: +87.00 Healing mod.: +21% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +0 (-12) Defense: +0 (+0 eff.) (-14 (-4 eff.)) Changes stats: +0(-8) Cun / +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+8 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +0 (-12) Defense: +0 (+0 eff.) (-14 (-4 eff.)) Changes stats: +0(-8) Cun Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]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 penetration: +0 (-10) Armour: +6 (-6) Defense: +4 (+1 eff.) (-10 (-3 eff.)) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +0(-8) Cun / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 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... |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +0 (-12) Defense: +16 (+4 eff.) (+2 (+0 eff.)) Fatigue: +2% Changes stats: +3(-5) Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.42 to 118.26 lightning damage (78.84 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +6 (-6) Defense: +8 (+2 eff.) (-6 (-2 eff.)) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +0(-8) Cun / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+11 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +6 (-6) Defense: +12 (+3 eff.) (-2 (-1 eff.)) Fatigue: +7% Changes stats: +0(-8) Cun / +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour (9 def, 15 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +15 (+3) Defense: +9 (+3 eff.) (-5 (-1 eff.)) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes stats: +0(-8) Cun Changes resistances: +17% fire / +13% physical A suit of armour made of leather. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour of Toknor (9 def, 12 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +12 (-) Defense: +9 (+3 eff.) (-5 (-1 eff.)) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes stats: +0(-8) Cun Changes resistances: +16% fire / +16% physical Critical mult.: +14.00% A suit of armour made of leather. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +4 (-8) Defense: +2 (+0 eff.) (-12 (-4 eff.)) Fatigue: +12% Changes stats: +2 Str / +0(-8) Cun / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of implacability (2 def, 10 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +10 (-2) Defense: +2 (+0 eff.) (-12 (-4 eff.)) Fatigue: +7% Changes stats: +0(-8) Cun Physical save: +5 (+2 eff.) A suit of armour made of mail. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +12 (-) Defense: +4 (+1 eff.) (-10 (-3 eff.)) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +0(-8) Cun / +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. |
[vs. Shimmerpride (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% Changes stats: +0(-2) Dex / +0(-5) Cun / +0(-1) Con Changes resistances: +0%(-3%) cold Changes damage: +0%(-3%) lightning Maximum encumbrance: +70 Knockback immunity: +40% Life regen: +0.00 (-0.60) Maximum life: +40.00 Healing mod.: +0% (-11%) 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. |
[vs. Woerip the linen cloak (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (+1 (+0 eff.)) Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-6) Str / +2(-4) Mag / +3(+1) Wil / +0(-1) Cun Changes resistances: +10% darkness / +13%(+10%) temporal Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +7 (+6 eff.) Maximum mana: +45.00 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Woerip the linen cloak (1 def, 0 armour) (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-6) Str / +0(-6) Mag / +0(-2) Wil / +0(-1) Cun Changes resistances: +0%(-3%) temporal Reduces incoming crit damage: 0.00% (-15.00%) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
[vs. pair of hardened leather boots 'Windsting' (10 def, 3 armour) (On feet)]Glarequench (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical power: +0 (+0 eff.) (-30 (-8 eff.)) Armour: +1 (-2) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-7) Str / +0(-6) Con Changes resistances: +6% lightning / +6% temporal / +3% light Changes damage: +6%(-) physical Only die when reaching: -80.00 life Maximum stamina: +0.00 (-20.00) Size category: +0 (-1) A pair of boots made of leather. |
[vs. pair of hardened leather boots 'Windsting' (10 def, 3 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-8 eff.)) Armour: +4 (+1) Defense: +1 (+0 eff.) (-9 (-3 eff.)) Fatigue: +7% Damage (Melee): 0(-10) item nature slow Changes stats: +4(-3) Str / +4 Wil / +4 Cun / +0(-6) Con Changes resistances: +10% nature / +20% cold Changes damage: +0%(-6%) physical / +15% cold Maximum stamina: +0.00 (-20.00) Light radius: +1 Movement speed: +20% Size category: +0 (-1) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. Lorohir the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +4 (+2) Fatigue: +0% (-3%) Damage (Melee): 0(-8) acid Changes stats: +0(-3) Str / +5(+3) Wil / +0(-4) Con Changes resistances: +0%(-6%) acid / +18% fire / +10% darkness / +10% nature Changes damage: +0%(-3%) acid / +10% fire Talent mastery: +0.00(-0.20) Technique / Grappling Physical save: +0 (+0 eff.) (-14 (-5 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-46%) When used to modify unarmed attacks: Base power: 18.0 - 19.8(-2.0 - -8.2) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +1 (-6) Armour Penetration: +7 (-2) Crit. chance: +1.0% (-7.0%) Attack speed: 125% (+25%) When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage (radius 2) on crit: +0(-9) acid Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 2.0 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 208.51 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. Radiancestake the rough leather cap (0 def, 1 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Fatigue: +0% (-1%) Changes stats: +0(-3) Str Changes resistances: +10% lightning / +10% cold / +0%(-3%) light Changes damage: +10% lightning / +10% cold Disease immunity: +0% (-10%) Life regen: +0.00 (-4.00) Light radius: +0 (-1) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage (58.54 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
[vs. Radiancestake the rough leather cap (0 def, 1 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (+5) Fatigue: +8% (+7%) Changes stats: +5(+2) Str / +4 Wil / +5 Con Changes resistances: +0%(-3%) light Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+8 eff.) Mental save: +12 (+6 eff.) Disease immunity: +0% (-10%) Life regen: +0.00 (-4.00) Light radius: +0 (-1) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
9 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
4 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. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
335 alchemist agate0.00 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. |
[vs. Summertide Phial (Light source)]brass lantern 'Silyrebeth' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +9 (+5 eff.) Pinning immunity: +10% Life regen: +4.00 Maximum life: +80.00 Light radius: +6 (+1) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +20% darkness / +0%(-30%) light Changes resistances penetration: +10% darkness Changes damage: +15%(+5%) light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 (-) Healing mod.: +0% (-10%) Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 102.00 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +1 Str / +2 Cun Changes damage: +0%(-5%) blight Infravision radius: +3 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight Light radius: +1 See stealth: +10 When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 82.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]evasive iron torque of mindblast [power 100] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]elm totem of healing [power 116] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Jetwind the yew totem of healing [power 278] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +1 Cun Changes resistances: +6% light Changes resistances penetration: +10% darkness Changes damage: +0%(-5%) blight Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+3 eff.) When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]elm wand of conjuration 'Glarepanic' [power 105] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +1 Cun / +1 Str Changes damage: +3% light / +0%(-5%) blight See invisible: +9 When carried: Talent granted: +0(+-1) Dig It can be used to fire a magical bolt dealing 105 cold damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]overpowered elm wand of conjuration [power 150] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to fire a magical bolt dealing 154 lightning damage Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]powerful elm wand of shielding [power 116] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]This item will automatically be transmogrified when you leave the level. Neryba [power 236] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +2 Mag Changes damage: +6% arcane / +0%(-5%) blight Vim when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +5 (+3 eff.) When carried: Talent granted: +0(+-1) Dig It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (243 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 34% for 2 turns. * Heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +5 Cun / +3 Wil Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SceleBrawler the Skeleton Brawler level 18
41st Haze 122nd year of Ascendancy at 20:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SceleBrawler the Skeleton Brawler level 20
79th Haze 122nd year of Ascendancy at 13:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SceleBrawler the Skeleton Brawler level 10
2nd Flare 122nd year of Ascendancy at 12:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SceleBrawler the Skeleton Brawler level 20
56th Haze 122nd year of Ascendancy at 19:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By SceleBrawler the Skeleton Brawler level 22
1st Decay 122nd year of Ascendancy at 08:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SceleBrawler the Skeleton Brawler level 8
1st Summertide 122nd year of Ascendancy at 06:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SceleBrawler the Skeleton Brawler level 11
9th Flare 122nd year of Ascendancy at 22:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SceleBrawler the Skeleton Brawler level 21
1st Decay 122nd year of Ascendancy at 05:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SceleBrawler the Skeleton Brawler level 14
23rd Haze 122nd year of Ascendancy at 10:57 see stats
Log
Talent Concussive Punch is ready to use.
Talent Spinning Backhand is ready to use.
Talent Rush is ready to use.
Talent Uppercut is ready to use.
Talent Dig is ready to use.
SceleBrawler hits Rogue for 7 light damage.
SceleBrawler hits Bandit Leader Glikira for 52 physical, 3 acid, 6 light (62 total damage).
SceleBrawler hits Rogue for 6 light damage.
Your shield crumbles under the damage!
The shield around SceleBrawler crumbles.
SceleBrawler is dazed!
Bandit performs a melee critical strike against SceleBrawler!
SceleBrawler is not dazed anymore.
Bandit misses SceleBrawler.
Bandit Leader Glikira hits SceleBrawler for (23 flat reduction), (14 absorbed), 103 physical, (7 flat reduction), 0 temporal, 2 healing (103 total damage) [2 healing].
Bandit hits SceleBrawler for (23 flat reduction), 43 physical, (7 flat reduction), 0 nature, (12 flat reduction), 0 mind, 3 healing (43 total damage) [3 healing].
Melee retaliation hits Bandit for 1 darkness, 4 blight (5 total damage).
Melee retaliation hits Bandit Leader Glikira for 1 darkness, 4 blight (5 total damage).
Talent Double Strike is ready to use.
SceleBrawler throws two quick punches.
SceleBrawler uses Perfect Control.
SceleBrawler hits Rogue for 6 light, 6 light (13 total damage).
SceleBrawler hits Bandit Leader Glikira for 73 physical, 3 acid, 6 light, 68 physical, 3 acid, 6 light (160 total damage).
SceleBrawler hits Something for 7 light, 7 light (13 total damage).
SceleBrawler hits Bandit for 7 light, 7 light (14 total damage).
Melee retaliation hits Bandit Leader Glikira for 1 darkness, 4 blight (5 total damage).
Bandit Leader Glikira hits SceleBrawler for (23 flat reduction), 135 physical (135 total damage).
SceleBrawler the level 23 skeleton brawler was bled to death by Bandit Leader Glikira on level 1 of bandit fortress.
















































































































































