Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 19 / 78% |
Size | big |
Lifes / Deaths | Killed by thief at level 2 on the 78th Pyre 122nd year of Ascendancy at 21:35 0 / 6Killed by shadow at level 17 on the 16th Haze 122nd year of Ascendancy at 23:44 Killed by gwelgoroth at level 19 on the 47th Haze 122nd year of Ascendancy at 01:05 Killed by Iselrana the thief at level 19 on the 71st Haze 122nd year of Ascendancy at 06:00 Killed by Assassin Lord at level 19 on the 71st Haze 122nd year of Ascendancy at 16:25 Killed by Ivaba the sandworm destroyer at level 19 on the 17th Regrowth 123rd year of Ascendancy at 02:49 |
Primary Stats
Strength | 79 (base 47) |
Dexterity | 37 (base 38) |
Constitution | 18 (base 10) |
Magic | 13 (base 10) |
Willpower | 8 (base 10) |
Cunning | 16 (base 11) |
Resources
Life | -28/451 |
Stamina | 101/149 |
Healing Factor | 1.2011363549267 |
Regeneration | 6.666306769843 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 126 |
Accuracy | 52 |
Crit Chance | 12% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 52 |
Crit Chance | 17% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
Acid | +3% |
Light | +6% |
Temporal | +15% |
Darkness | +6% |
Arcane | +24% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Mind | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 29 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 23 |
Mental Save | 8 |
Defense: Resistances
Acid | + 6%( 70%) |
Physical | + 22%( 70%) |
Fire | + 40%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 0% |
Confusion Resistance | 20% |
Inscriptions (4/4)
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 435 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 68 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% 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. |
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 141 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. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Aerussra the cave bear. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | 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 Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Splendourquencher (0 def, 3 armour) Splendourquencher (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +5 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes damage: +6% light Life regen: +3.00 Healing mod.: +13% A pair of boots made of leather. |
Light source | brass lantern 'Layunor' brass lantern 'Layunor'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% acid Light radius: +5 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 | iron helm 'Ravendream' (0 def, 3 armour) iron helm 'Ravendream' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 7% * 20% chance to reduce all saves and defense by 7 Changes stats: +2 Str Changes resistances penetration: +5% mind Changes damage: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | sand rough leather gloves of strength (+3) (0 def, 7 armour) sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Vorana (dig speed 28 turns) Vorana (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +3% acid / +15% arcane When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
On fingers | gladiator's copper ring of pilfering gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +9 (+3 eff.) Changes stats: +5 Str / +4 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 | warrior's steel amulet of strength (+3) warrior's steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) 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 Mastery: Weapons Mastery 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 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 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! |
Around waist | Arcstone the rough leather belt Arcstone the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% fire / +6% cold Changes damage: +15% temporal A belt that goes around your waist. |
In off hand | Ereletoruiyon the dwarven-steel dagger (20-27 power, 7 apr) Ereletoruiyon the dwarven-steel dagger (20-27 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% 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% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes damage: +9% arcane Spellpower: +20 (+10 eff.) Spell crit. chance: +5% Sharp, short and deadly. |
Cloak | Maledan (9 def, 0 armour) Maledan (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 10 physical Changes resistances penetration: +15% physical Physical save: +7 (+4 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Yarudar the cured leather armour (6 def, 10 armour) Yarudar the cured leather armour (6 def, 10 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 blight Changes resistances: +13% fire / +17% physical Physical save: +13 (+6 eff.) Life regen: +2.30 Stamina each turn: +0.70 Vim when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +5 (+2 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune of the sneak (damage 113; dur 4; cd 19)acid wave rune of the sneak (damage 113; dur 4; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 113.05 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning 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. |
Sootbreacher the copper amulet Sootbreacher the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce damage dealt by 7% Changes stats: +3 Cun Changes resistances: +6% nature Changes resistances penetration: +20% darkness Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of perfection (0.11 Technique / Conditioning,0.11 Technique / Duelist) copper amulet of perfection (0.11 Technique / Conditioning,0.11 Technique / Duelist)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.11 Technique / Conditioning +0.11 Technique / Duelist Amulets make your neck look great! |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% temporal Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+4) stabilizing steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% temporal Pinning immunity: +25% Knockback immunity: +22% Amulets make your neck look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
mule's copper ring of clarity mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Mental save: +5 (+5 eff.) Confusion immunity: +21% Rings make your fingers look great! |
mule's copper ring of frost (+22%) mule's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Rings make your fingers look great! |
mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
titan's steel ring of fire (+20%) titan's steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (32-49 power, 2 apr)dwarven-steel battleaxe (32-49 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Aeroraldil the Skytickler (22-28 power, 7 apr)Aeroraldil the Skytickler (22-28 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 32% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 32% Changes resistances: +9% mind Changes resistances penetration: +5% mind Sharp, short and deadly. |
Kodar the iron dagger (10-13 power, 5 apr) Kodar the iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 26% Damage against: +8% Unnatural When wielded/worn: Changes stats: +2 Con / +3 Wil Changes resistances: +9% acid Infravision radius: +1 See invisible: +3 Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-20 power, 25 apr) 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 Mastery: Dagger Mastery 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. |
Xonne the iron dagger (10-13 power, 5 apr) Xonne the iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Mag Changes resistances penetration: +15% mind Disarm immunity: +24% Equilibrium when hit: +0.12 Mental crit. chance: +1% Infravision radius: +1 Sharp, short and deadly. |
balanced steel dagger (13-17 power, 6 apr) balanced steel dagger (13-17 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery 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.) Defense: +6 (+2 eff.) Disarm immunity: +21% Sharp, short and deadly. |
flaming iron dagger of massacre (16-21 power, 5 apr) flaming iron dagger of massacre (16-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +6 fire Sharp, short and deadly. |
warbringer's iron dagger (10-12 power, 5 apr) warbringer's iron dagger (10-12 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +11% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Ce'Nymina' (40-61 power, 2 apr)dwarven-steel greatmaul 'Ce'Nymina' (40-61 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +25 (+6 eff.) Defense: +14 (+5 eff.) Changes resistances penetration: +10% physical Changes damage: +12% acid Disarm immunity: +36% Maximum stamina: +30.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Dawnpride (38-60 power, 2 apr)Dawnpride (38-60 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 darkness / +8 light Damage (radius 1) on hit: +8 light Damage against: +13% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 32% Damage when hit (Melee): 8 light Changes resistances: +9% light Light radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel greatsword (34-54 power, 2 apr)slime-covered dwarven-steel greatsword (34-54 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 17% chance to slow global speed by 32% Massive two-handed swords. |
steel greatsword 'Kalathatir' (25-40 power, 2 apr) steel greatsword 'Kalathatir' (25-40 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Changes resistances: +6% fire Changes resistances penetration: +7% all Physical save: +3 (+2 eff.) Teleport immunity: +20% Massive two-handed swords. |
balanced iron longsword of massacre (18-24 power, 2 apr) balanced iron longsword of massacre (18-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace (16-22 power, 3 apr)steel mace (16-22 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. creative vined mindstar of life (6-6 power, 18 apr, mind damage)creative vined mindstar of life (6-6 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: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Life regen: +0.50 Maximum life: +13.00 Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Brandwinnow (20-24 power, 4 apr, temporal element)Brandwinnow (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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 stats: +3 Cun / +3 Wil Changes resistances penetration: +15% fire Changes damage: +12% fire / +20% temporal Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum psi: +20.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, fire element)ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of power (15-18 power, 3 apr, acid element)ash vilestaff of power (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +13 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe (10-15 power, 3 apr)steel waraxe (10-15 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Mayuvena' rough leather belt 'Mayuvena'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +10% temporal / +3% mind / +1% physical Mental save: +9 (+9 eff.) Poison immunity: +20% A belt that goes around your waist. |
rough leather belt 'Olitir' rough leather belt 'Olitir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +3 Mag Changes resistances: +6% nature / +3% cold Spell save: +6 (+3 eff.) Mental save: +3 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Baridas (1 def, 0 armour) Baridas (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +1 Wil Changes resistances: +3% mind Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galyrakor the linen cloak (1 def, 0 armour) Galyrakor the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +2 Con Equilibrium when hit: +0.04 Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voraselle (1 def, 8 armour) Voraselle (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +1 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Cun / +1 Dex Changes resistances: +3% fire Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rotrune' (2 def, 6 armour) cashmere cloak 'Rotrune' (2 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +6% nature Critical mult.: +5.00% Spell save: +5 (+3 eff.) Mental save: +6 (+6 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isuravea' (1 def, 8 armour) linen cloak 'Isuravea' (1 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes damage: +3% physical Only die when reaching: -40.00 life Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cleansecut the linen robe (0 def, 0 armour) Cleansecut the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 32% Changes stats: +10 Cun Changes resistances: +3% fire / +18% nature / +7% all Changes damage: +18% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. woollen robe of nature (+22%) (0 def, 0 armour)woollen robe of nature (+22%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +22% nature / +9% all Changes damage: +15% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelariara (0 def, 1 armour) Emelariara (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +3 Cun / +2 Con Changes resistances: +6% darkness / +1% physical Physical save: +11 (+5 eff.) Mental save: +11 (+11 eff.) A pair of boots made of leather. |
Flamewoe (20 def, 4 armour) Flamewoe (20 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+7 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% lightning / +10% temporal / +3% fire Changes resistances penetration: +5% fire Poison immunity: +20% Teleport immunity: +10% 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. Hellfame (0 def, 3 armour)Hellfame (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 10 fire Changes resistances: +3% fire Changes resistances penetration: +10% lightning / +15% fire Changes damage: +6% lightning Stamina each turn: +0.70 Maximum stamina: +23.00 A pair of boots made of leather. |
Kerath the Poxbait (0 def, 3 armour) Kerath the Poxbait (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% Changes stats: +1 Str Changes resistances: +9% temporal / +6% fire / +3% light / +5% cold Physical save: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of speed (0 def, 3 armour) miner's pair of rough leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
pair of rough leather boots 'Shadespawner' (0 def, 1 armour) pair of rough leather boots 'Shadespawner' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +3 Wil Changes resistances: +6% nature / +6% darkness Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) A pair of boots made of leather. |
Anechik the hardened leather gloves (0 def, 2 armour) Anechik the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 12 light / 7 darkness Changes stats: +2 Mag / +1 Wil / +3 Cun Changes resistances: +12% light / +15% darkness Changes damage: +9% mind / +6% light / +3% darkness Psi when hit: +0.08 Mental crit. chance: +1% Infravision radius: +1 When used to modify unarmed attacks: Base power: 17.5 - 19.2 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% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Searing Light (20% chance level 3). On weapon hit: * 9% chance to reduce damage dealt by 7% Damage (radius 2) on crit: +15 light / +13 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 46.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Cyrithra' (5 def, 1 armour) iron gauntlets 'Cyrithra' (5 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +9% darkness / +6% fire Confusion immunity: +10% Knockback immunity: +10% Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Manedar the iron helm (0 def, 3 armour) Manedar the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Dex / +4 Cun / +1 Con Changes resistances: +5% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour) grounding rough leather cap of constitution (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% lightning / +7% temporal A cap made of leather. |
iron helm 'Glintpall' (0 def, 3 armour) iron helm 'Glintpall' (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: +3% blight / +6% cold / +3% nature / +3% fire Changes resistances penetration: +15% light Changes damage: +9% light Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Adyrin' (0 def, 1 armour) rough leather cap 'Adyrin' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +2 Str / +3 Wil / +3 Cun / +1 Con Critical mult.: +10.00% Mindpower: +3 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying steel mail armour of Eyal (2 def, 6 armour)fortifying steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Con Life regen: +2.00 Maximum life: +68.00 Healing mod.: +12% A suit of armour made of mail. |
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 (+6 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 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.57 to 73.72 lightning damage (49.14 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 (+2 eff.) Fatigue: +7% A suit of armour made of leather. |
prismatic rough leather armour of fire resistance (3 def, 2 armour) prismatic rough leather armour of fire resistance (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 (+1 eff.) Fatigue: +6% Changes resistances: +16% fire / +12% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel shield (0 def, 4 armour, 15-18 power, 37 block)steel shield (0 def, 4 armour, 15-18 power, 37 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
366 alchemist agate 366 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guniyon GuniyonPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +4 Con Changes resistances: +3% cold / +12% fire / +3% darkness / +6% light Changes damage: +5% darkness Damage affinity(heal): +5% darkness Silence immunity: +10% Light radius: +3 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 99.10 damage. The damage dealt will increase with your Spellpower. 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. |
Naturefame the brass lantern Naturefame the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +12% fire / +9% nature Changes resistances penetration: +10% nature Spell save: +3 (+2 eff.) Maximum life: +43.00 Light radius: +4 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. |
Ragildir the Chillwind Ragildir the ChillwindInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +6% fire / +1% physical / +6% cold Mental save: +6 (+6 eff.) Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. Ravenwither the alchemist's lampRavenwither the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% fire / +3% mind / +3% cold Changes resistances penetration: +25% darkness Mental save: +3 (+3 eff.) Only die when reaching: -40.00 life Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused 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.(45 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xanuvea the Cystmortal Xanuvea the CystmortalInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Mag / +4 Con Changes resistances: +10% blight Changes resistances penetration: +10% nature Poison immunity: +20% Silence immunity: +10% Knockback immunity: +10% Life regen: +5.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Uloldil' brass lantern 'Uloldil'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Changes stats: +1 Dex Changes damage: +6% mind Critical mult.: +5.00% Mental save: +6 (+6 eff.) Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus 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. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 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. |
Winterpower [power 116] (23/15 cooldown) Winterpower [power 116] (23/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +20% cold Changes damage: +9% darkness / +3% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
3 ametrine 3 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. |
9 citrine 9 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. |
9 zircon 9 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 Edrhudmir the Ogre Marauder level 10
13rd Dusk 122nd year of Ascendancy at 02:13 see stats
By Edrhudmir the Ogre Marauder level 10
5th Flare 122nd year of Ascendancy at 14:31 see stats
By Edrhudmir the Ogre Marauder level 19
71st Haze 122nd year of Ascendancy at 19:49 see stats
By Edrhudmir the Ogre Marauder level 17
17th Haze 122nd year of Ascendancy at 04:13 see stats
By Edrhudmir the Ogre Marauder level 9
2nd Flare 122nd year of Ascendancy at 10:04 see stats
By Edrhudmir the Ogre Marauder level 10
5th Flare 122nd year of Ascendancy at 14:43 see stats
By Edrhudmir the Ogre Marauder level 7
5th Mirth 122nd year of Ascendancy at 03:12 see stats
By Edrhudmir the Ogre Marauder level 15
5th Haze 122nd year of Ascendancy at 10:36 see stats
Log
Rimebark's ice area effect hits Red ooze for (11 to ice), 17 cold (17 total damage).
Rimebark's ice area effect hits Blue ooze for (11 to ice), 16 cold (16 total damage).
Beluwe the sand-drake uses Nature's Touch.
Beluwe the sand-drake receives 333 healing.
Edrhudmir hits Red ooze for (98 to ice), 146 physical, (2 to ice), 2 fire, (1 to ice), 2 physical (151 total damage).
Edrhudmir killed Red ooze!
Deadly Poison from Ivaba the sandworm destroyer hits Edrhudmir for (20 absorbed), 0 nature (0 total damage).
Poison from Ivaba the sandworm destroyer hits Edrhudmir for (39 absorbed), 0 nature (0 total damage).
Salivea the gelatinous cube uses his faceted torque!
Salivea the gelatinous cube converts some damage to Psi!
Rimebark's ice area effect hits Beluwe the sand-drake for 24 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 19 cold damage.
Rimebark's ice area effect hits Salivea the gelatinous cube for (10 to ice), 5 to psi, 7 cold (12 total damage).
Rimebark's ice area effect hits Blue ooze for (11 to ice), 16 cold (16 total damage).
3-headed hydra breathes poison!
Your shield crumbles under the damage!
The shield around Edrhudmir crumbles.
3-headed hydra hits Edrhudmir for (9 absorbed), 27 nature (27 total damage).
Edrhudmir uses Tumble.
Edrhudmir picks up (A.): slime-covered dwarven-steel greatsword (34-54 power, 2 apr).
You pickup 0.60 gold pieces.
Deadly Poison from Ivaba the sandworm destroyer hits Edrhudmir for 20 nature damage.
Poison from Ivaba the sandworm destroyer hits Edrhudmir for 73 nature damage.
Poison bursts out of Edrhudmir's corpse!
Deadly Poison from Ivaba the sandworm destroyer hits Edrhudmir for 20 nature damage.
Poison from Ivaba the sandworm destroyer hits Edrhudmir for 73 nature damage.
Edrhudmir the level 19 ogre marauder was splurged to death by Ivaba the sandworm destroyer on level 1 of Sandworm lair.