Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Doomelf |
Class | Doomed |
Level / Exp | 15 / 50% |
Size | medium |
Lifes / Deaths | Killed by Elokira the white worm mass at level 15 on the 9th Dusk 122nd year of Ascendancy at 07:13 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 11 (base 10) |
Magic | 15 (base 10) |
Willpower | 50 (base 33) |
Cunning | 49 (base 41) |
Resources
Life | 0/291 |
Mana | 278/398 |
Hate | 100/100 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 12 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Fire | +5% |
Darkness | +3% |
Cold | +11% |
Arcane | +10% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 0 |
Physical Save | 6 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Darkness | + 10%( 70%) |
Acid | + 13%( 70%) |
Nature | + 10%( 70%) |
Temporal | + 17%( 70%) |
Cold | + 30%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 24%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Confusion Resistance | 47% |
Fear Resistance | 47% |
Stun Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 68% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 550% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 222 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 talent Premonition (+1 level(s)). | done |
You failed to protect the lost tinker from death by Islidhetha the grey mold. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
On feet | Gunosus (5 def, 1 armour) Gunosus (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +2 Mag / +3 Wil Changes resistances: +3% lightning / +6% cold / +3% nature It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | Fulynaridas FulynaridasPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Damage when hit (Melee): 11 fire Changes resistances: +5% fire Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Tempestbraid' (1 def, 0 armour) linen wizard hat 'Tempestbraid' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 9 Changes resistances: +9% lightning / +3% acid Changes damage: +10% arcane / +9% lightning Maximum mana: +14.00 A pointy cloth hat, very wizardly... |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +7 Defense: +7 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | stabilizing copper amulet of mastery (0.10 Cursed / Cursed form) stabilizing copper amulet of mastery (0.10 Cursed / Cursed form)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.10 Cursed / Cursed form Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
In main hand | horrifying mossy mindstar of resolve (Nightmares) (75% power, 12 apr, nature damage) horrifying mossy mindstar of resolve (Nightmares) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 3 darkness Changes stats: +2 Wil Changes damage: +2% mind / +3% darkness Talent granted: +1 Attune Mindstar Spell save: +3 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. |
Around waist | rough leather belt 'Shadewing' rough leather belt 'Shadewing'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness / +3% acid Changes resistances penetration: +5% acid Maximum life: +32.00 Mindpower: +20 (+7 eff.) A belt that goes around your waist. |
In off hand | Fogbraze (Shrouds) (72% power, 12 apr, nature damage) Fogbraze (Shrouds) (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Damage when hit (Melee): 10 darkness Changes stats: +1 Cun Talent granted: +1 Attune Mindstar Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
Cloak | Prismreaper (1 def, 0 armour) Prismreaper (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+2 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +3 Wil Changes damage: +6% mind Critical mult.: +5.00% Equilibrium when hit: +0.08 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ulaziladir the linen robe (Shrouds) (0 def, 0 armour) Ulaziladir the linen robe (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +19% cold / +3% fire / +7% all Changes resistances penetration: +20% mind Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 139; cd 10)healing infusion of the sneak (heal 139; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 400%; cd 9)movement infusion (speed 400%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 titan (speed 444%; cd 9) movement infusion of the titan (speed 444%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 444% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, light) Prismatic Rune (6 turns; acid, physical, darkness, light)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 darkness, 3 light 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. |
biting gale rune of the duelist (damage 65; dur 4; cd 23) biting gale rune of the duelist (damage 65; dur 4; cd 23)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 64.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your 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. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the warrior (power 11; resist 24%; move 37%; dur 5; cd 16)ethereal rune of the warrior (power 11; resist 24%; move 37%; dur 5; cd 16) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 37% faster, and you are invisible (power 11). Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the titan (absorb 32; cd 12)shatter afflictions rune of the titan (absorb 32; 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 32 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 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 71; dur 3; cd 18)shielding rune (absorb 71; dur 3; cd 18) 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: 18 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 71 damage for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. gold ring 'Dourlord'gold ring 'Dourlord' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +24% lightning Changes resistances penetration: +5% darkness Changes damage: +12% lightning Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Mental crit. chance: +2% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Glimmertaint the steel battleaxe (Shrouds) (124% power, 2 apr)Glimmertaint the steel battleaxe (Shrouds) (124% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +5% physical Knockback immunity: +10% Infravision radius: +1 Healing mod.: +20% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (Corpses) (120% power, 2 apr)steel battleaxe (Corpses) (120% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of erosion (Misfortune) (128% power, 2 apr)steel battleaxe of erosion (Misfortune) (128% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (Shrouds) (132% power, 2 apr)steel battleaxe of massacre (Shrouds) (132% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 133% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged steel battleaxe (Madness) (125% power, 2 apr)thought-forged steel battleaxe (Madness) (125% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 126% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 29 Damage (Melee): +10 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Silent Blade (Nightmares) (129% power, 10 apr)Silent Blade (Nightmares) (129% power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Str, 65% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+8 eff.) Curse of Nightmares A thin, dark dagger that seems to meld seamlessly into the shadows. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of daylight (Nightmares) (112% power, 7 apr)acidic dwarven-steel dagger of daylight (Nightmares) (112% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x 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% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +5 light Damage against: +6% Undead Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger (Corpses) (104% power, 6 apr)arcing steel dagger (Corpses) (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of massacre (Madness) (113% power, 6 apr)balanced steel dagger of massacre (Madness) (113% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 113% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +6 (+6 eff.) Disarm immunity: +20% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of erosion (Shrouds) (108% power, 6 apr)steel dagger of erosion (Shrouds) (108% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking steel dagger (Corpses) (104% power, 6 apr)truestriking steel dagger (Corpses) (104% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword of massacre (Nightmares) (140% power, 2 apr)acidic steel greatsword of massacre (Nightmares) (140% 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. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword of dampening (Misfortune) (130% power, 2 apr)balanced steel greatsword of dampening (Misfortune) (130% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+7 eff.) Defense: +7 (+6 eff.) Changes resistances: +10% acid / +13% lightning / +12% fire / +14% cold / +5% all Spell save: +10 (+5 eff.) Disarm immunity: +28% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of massacre (Shrouds) (143% power, 2 apr)chilling steel greatsword of massacre (Shrouds) (143% 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. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 cold Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming steel greatsword of crippling (Misfortune) (132% power, 2 apr)flaming steel greatsword of crippling (Misfortune) (132% 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. Power: 132% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword (Madness) (127% power, 2 apr)steel greatsword (Madness) (127% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Serpent's kiss (Nightmares)Serpent's kiss (Nightmares) 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%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +9 (+9 eff.) Changes stats: +1 Cun / +6 Str Changes resistances penetration: +5% mind Changes damage: +3% nature / +6% fire Critical mult.: +20.00% Hate when firing a critical mind attack: +1.00 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
elm longbow of cold (Madness) elm longbow of cold (Madness)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 cold When wielded/worn: Changes damage: +15% cold Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal ash longbow of dampening (Shrouds)fungal ash longbow of dampening (Shrouds) Requires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% acid / +12% lightning / +14% fire / +12% cold / +5% all Talent mastery: +0.15 Wild-gift / Fungus Spell save: +11 (+6 eff.) Curse of Shrouds It can be used to regenerate 74 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbow 'Voidkill' (Shrouds)yew longbow 'Voidkill' (Shrouds) Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to reduce damage dealt by 24% When wielded/worn: Changes stats: +11 Con / +14 Wil Critical mult.: +5.00% Psi when hit: +0.04 Maximum life: +65.00 Maximum hate: +8.00 Mindpower: +15 (+5 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword (Corpses) (142% power, 5 apr)balanced stralite longsword (Corpses) (142% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +5 (+5 eff.) Disarm immunity: +24% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword 'Floewild' (Misfortune) (126% power, 4 apr)dwarven-steel longsword 'Floewild' (Misfortune) (126% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +7 Changes resistances: +9% temporal Changes resistances penetration: +25% cold / +5% all Changes damage: +6% cold Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Stormmonster (Nightmares) (118% power, 3 apr)Stormmonster (Nightmares) (118% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +12% lightning Changes damage: +6% blight Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Turelagund the steel mace (Misfortune) (110% power, 3 apr)Turelagund the steel mace (Misfortune) (110% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Damage (Melee): +10 temporal When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 Changes resistances: +7% temporal Changes resistances penetration: +20% mind Changes damage: +3% mind Curse of Misfortune Blunt and deadly. |
Flashslice (Shrouds) (87% power, 18 apr, nature damage) Flashslice (Shrouds) (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +10% Unnatural When wielded/worn: Defense: +15 (+10 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +7% lightning / +7% fire / +5% arcane / +7% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Physical save: +3 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Shrouds 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. creative vined mindstar of life (Nightmares) (85% power, 18 apr, nature damage)creative vined mindstar of life (Nightmares) (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Life regen: +0.50 Maximum life: +15.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Nightmares 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. gifted vined mindstar of gales (Misfortune) (87% power, 18 apr, mind damage)gifted vined mindstar of gales (Misfortune) (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x 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: Defense: +8 (+7 eff.) Changes damage: +4% lightning / +4% cold / +5% physical Talent granted: +1 Attune Mindstar Pinning immunity: +15% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune 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. vined mindstar (Corpses) (88% power, 18 apr, nature damage)vined mindstar (Corpses) (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Corpses 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. vined mindstar (Nightmares) (88% power, 18 apr, nature damage)vined mindstar (Nightmares) (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Nightmares 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. vined mindstar of balance (Madness) (88% power, 18 apr, nature damage)vined mindstar of balance (Madness) (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness 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. vined mindstar of flames (Nightmares) (85% power, 18 apr, mind damage)vined mindstar of flames (Nightmares) (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x 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: Damage (Melee): 7 fire Changes resistances: +6% fire Changes resistances penetration: +4% fire Changes damage: +5% fire Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Global speed: +2% Curse of Nightmares 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. ash magestaff of illumination (Misfortune) (111% power, 3 apr, cold element)ash magestaff of illumination (Misfortune) (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 55.10 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. ash magestaff of might (Nightmares) (111% power, 3 apr, cold element)ash magestaff of might (Nightmares) (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +9% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of fate (Corpses) (100% power, 2 apr, fire element) elm magestaff of fate (Corpses) (100% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +5 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging yew starstaff of might (Corpses) (120% power, 4 apr, temporal element)surging yew starstaff of might (Corpses) (120% power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 (+7 eff.) Spell crit. chance: +10% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw of massacre (Shrouds) (139% power, 0 apr)dwarven-steel steamsaw of massacre (Shrouds) (139% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 139% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +53 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +8% Talent granted: +2 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. steel steamsaw of massacre (Shrouds) (125% power, 0 apr)steel steamsaw of massacre (Shrouds) (125% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 125% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Mighty Girdle Mighty GirdleCrafted 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. |
This item will automatically be transmogrified when you leave the level. Poluratta the SerpentmaimPoluratta the Serpentmaim Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes resistances: +5% arcane Changes damage: +15% nature Physical save: +6 (+6 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of transcendencecleansing hardened leather belt of transcendence Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% acid / +7% blight Physical save: +6 (+6 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (Corpses) (0 def, 0 armour) linen robe (Corpses) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe (Nightmares) (0 def, 0 armour) shimmering linen robe (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +11% arcane Maximum mana: +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Squalorstake the pair of rough leather boots (0 def, 1 armour) Squalorstake the 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 Changes resistances: +2% physical Reduces incoming crit damage: 5.00% Blindness immunity: +10% Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of iron boots (0 def, 3 armour)traveler's 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 Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+6 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. dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+8 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Power: 101% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves (0 def, 2 armour)scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+8 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Ivemibeth the hardened leather cap (0 def, 5 armour)Ivemibeth the hardened leather cap (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +2 Mag / +3 Wil / +5 Cun Changes resistances: +9% nature / +3% cold Mindpower: +5 (+2 eff.) Healing mod.: +10% A cap made of leather. |
Kalenik the rough leather cap (0 def, 1 armour) Kalenik the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Con Changes resistances penetration: +5% physical Only die when reaching: -20.00 life Maximum stamina: +30.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating linen wizard hat of the mountain (+7%) (1 def, 0 armour)insulating linen wizard hat of the mountain (+7%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +11% physical / +7% cold Changes damage: +11% physical A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm of the depths (0 def, 3 armour)iron helm of the depths (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water 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. Adysevea the dwarven-steel mail armour (3 def, 14 armour)Adysevea the dwarven-steel mail armour (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+3 eff.) Fatigue: +7% Changes stats: +1 Str / +2 Dex / +5 Cun / +2 Con Physical save: +5 (+5 eff.) Infravision radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Yvoradhemira (2 def, 6 armour)Yvoradhemira (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +1 Dex / +1 Con Changes resistances: +17% lightning / +6% physical Physical save: +12 (+12 eff.) Life regen: +3.00 Stamina each turn: +2.50 Maximum stamina: +30.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating iron mail armour (2 def, 4 armour)rejuvenating iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour of the deep (2 def, 8 armour)rejuvenating steel mail armour of the deep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +2.80 Stamina each turn: +0.70 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of stability (2 def, 6 armour)steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +12 (+12 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Dourspitter the hardened leather armour (9 def, 6 armour)Dourspitter the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 8 mind Changes resistances: +9% darkness Changes resistances penetration: +20% cold Life regen: +3.00 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Eel-skin armour (16 def, 0 armour)Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+11 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 38/50) : Effective talent level: 2.0 Power cost: 25 out of 38/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.76 to 173.28 lightning damage (115.52 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour)cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% A suit of armour made of leather. |
prismatic rough leather armour of fire resistance (Nightmares) (3 def, 2 armour) prismatic rough leather armour of fire resistance (Nightmares) (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +15% fire / +11% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of clarity (6 def, 4 armour)rejuvenating cured leather armour of clarity (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +6% mind Mental save: +10 (+5 eff.) Life regen: +3.30 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic cured leather armour (6 def, 9 armour)volcanic cured leather armour (6 def, 9 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +6 (+6 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +11% fire / +10% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Black Mesh (8 def, 2 armour, 150% power, 120 block)Black Mesh (8 def, 2 armour, 150% power, 120 block) Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
This item will automatically be transmogrified when you leave the level. Torerand (0 def, 6 armour, 136% power, 74.5 block)Torerand (0 def, 6 armour, 136% power, 74.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +3% acid / +20% fire / +6% temporal Changes damage: +9% mind Talent granted: +1 Block Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield (0 def, 4 armour, 112% power, 39 block)steel shield (0 def, 4 armour, 112% power, 39 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of vileness (18/18, 118% power, 7 apr)arcing quiver of ash arrows of vileness (18/18, 118% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 9 * 25% chance for lightning to strike from the target to a second target dealing 16 damage Damage (Ranged): +11 blight Arrows are used with bows to pierce your foes to death. |
agate 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. |
58 alchemist agate 58 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
This item will automatically be transmogrified when you leave the level. Serpentquell (dig speed 14 turns)Serpentquell (dig speed 14 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +5 Str / +2 Mag Changes resistances: +6% physical Changes damage: +12% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yvissra the Kindlequencher (dig speed 29 turns) Yvissra the Kindlequencher (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +2 Defense: +20 (+13 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +1 Str / +2 Dex Changes resistances: +3% lightning / +6% fire Changes damage: +6% light Silence immunity: +10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots of persecution (19/19, 104% power, 1 apr) pouch of iron shots of persecution (19/19, 104% power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 105% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Damage against: +5% Unnatural / +6% Unliving Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of gale force [power 245] (15 cooldown)dwarven-steel torque of gale force [power 245] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Splendourwarden the ash totem of summon tentacle [power 150] (25 cooldown) Splendourwarden the ash totem of summon tentacle [power 150] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +3% light / +6% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 172 Armor: 3 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Heal for 30. * Reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By do1 the Doomelf Doomed level 6
77th Pyre 122nd year of Ascendancy at 08:03 see stats
By do1 the Doomelf Doomed level 10
10th Mirth 122nd year of Ascendancy at 08:59 see stats
By do1 the Doomelf Doomed level 7
4th Mirth 122nd year of Ascendancy at 02:31 see stats
By do1 the Doomelf Doomed level 6
2nd Mirth 122nd year of Ascendancy at 19:17 see stats
By do1 the Doomelf Doomed level 14
6th Flare 122nd year of Ascendancy at 07:00 see stats
Log
Do1 uses Infusion: Regeneration.
Do1 starts regenerating health quickly.
You have deflected 5 incoming damage!
The Cog spins up and deflects the blow from do1!
Xesemira the green jelly shares damage with his oozes!
Melee retaliation hits Xesemira the green jelly for 2 fire, 0 mind, 2 darkness, 1 fire, 0 mind, 1 darkness (7 total damage).
Xesemira the green jelly hits do1 for (5 deflected), 6 nature, 1 nature, 0 nature, 1 nature (9 total damage).
The Cog spins up and deflects the blow from do1!
You have deflected 2 incoming damage!
You have deflected 3 incoming damage!
Today is the 9th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:13.
Melee retaliation hits Elokira the white worm mass for 6 fire, 1 mind, 6 darkness (13 total damage).
Elokira the white worm mass hits do1 for 0 physical, (2 deflected), 2 nature, (3 deflected), 3 darkness (6 total damage).
do1 the level 15 doomelf doomed was swallowed by the void to death by Elokira the white worm mass on level 1 of Sandworm lair.