










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 19 / 65% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 8 on the 16th Dusk 122nd year of Ascendancy at 17:48 0 / 7Killed by armoured skeleton warrior at level 8 on the 16th Dusk 122nd year of Ascendancy at 18:19 Killed by Chud Mcfarter at level 12 on the 24th Dusk 122nd year of Ascendancy at 16:20 Killed by xaren at level 16 on the 53rd Dusk 122nd year of Ascendancy at 13:51 Killed by orc mage-hunter at level 16 on the 53rd Dusk 122nd year of Ascendancy at 14:23 Killed by Blood Master at level 18 on the 59th Haze 122nd year of Ascendancy at 07:24 Killed by Vorithra the snow giant chieftain at level 19 on the 64th Haze 122nd year of Ascendancy at 11:01 |
Primary Stats
Strength | 41 (base 39) |
Dexterity | 24 (base 21) |
Constitution | 39 (base 33) |
Magic | 10 (base 10) |
Willpower | 26 (base 11) |
Cunning | 23 (base 12) |
Resources
Life | -9/595 |
Mana | 288/288 |
Stamina | 30/194 |
Healing Factor | 1.216254336803 |
Regeneration | 4.4606699155786 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 46.365053558023 |
See Invisible | 47.365053558023 |
Offense: Mainhand
Damage | 79 |
Accuracy | 50 |
Crit Chance | 8% |
APR | 17 |
Speed | 0.91 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Temporal | +3% |
Lightning | +12% |
Physical | +8% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Physical | +20% |
Fire | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 36.511077022655 (89.749889547741%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 20 |
Physical Save | 26 |
Spell Save | 31 |
Mental Save | 26 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 14%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 22%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 26% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
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 222 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Chud Mcfarter. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by cold drake hatchling. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() pair of dwarven-steel boots 'Venomwreck' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Damage when hit (Melee): 10(-) nature / 4(-) fire Changes stats: +4(-) Cun / +3(-) Dex Changes resistances: +3%(-) nature / +9%(-) fire Changes damage: +12%(-) lightning It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 120% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() alchemist's lamp 'Loampython' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Damage (Melee): 0(-10) item nature slow Changes resistances: +15%(-) acid / +6%(-) nature / +5%(-) arcane Changes resistances penetration: +5%(-) nature Spell save: +6 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) Light radius: +4 (-) See stealth: +7 (-) See invisible: +9 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() bladed iron helm of knowledge (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Str / +2(-) Wil / +3(-) Cun Mindpower: +4 (+2 eff.) (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.0 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+2 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 8 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. |
On fingers | ![]() copper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% (-) Infravision radius: +3 (-) See stealth: +7 (-) See invisible: +6 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() solipsist's gold ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes stats: +4 Cun / +6 Wil Blindness immunity: +0% (-20%) Mindpower: +5 (+3 eff.) Infravision radius: +0 (-3) See stealth: +0 (-7) See invisible: +0 (-6) 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 3 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 102% 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! Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Layelle the steel greatsword (30-49 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 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% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +12(-) blight / +12(-) cold When wielded/worn: Armour penetration: +2 (-) Physical crit. chance: +1.0% (-) Changes resistances: +3%(-) darkness Changes resistances penetration: +20%(-) physical Critical mult.: +5.00% (-) Disease immunity: +14% (-) Massive two-handed swords. Tap to cycle through comparison choices |
On hands | ![]() hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +6 (-) Physical power: +7 (+2 eff.) (-) Armour: +2 (-) Changes resistances: +6%(-) blight Spell save: +9 (+4 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() cleansing steel plate armour of the dragon (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Fatigue: +22% (-) Changes resistances: +5%(-) acid / +5%(-) physical / +6%(-) lightning / +12%(-) blight / +7%(-) cold / +10%(-) nature / +7%(-) fire Talents cooldown: Rush (-5(-) turns) Disarm immunity: +22% (-) Stun/Freeze immunity: +26% (-) Knockback immunity: +20% (-) A suit of armour made of metal plates. |
Cloak | ![]() Sootsun (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-) Changes resistances: +3%(-) blight / +6%(-) temporal Changes resistances penetration: +5%(-) blight Changes damage: +9%(-) darkness / +3%(-) temporal Physical save: +5 (+2 eff.) (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Kindlebreak Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) (-) Changes stats: +2(-) Wil / +6(-) Con Changes resistances penetration: +10%(-) fire Changes damage: +15%(-) fire / +8%(-) physical Infravision radius: +2 (-) Combat speed: +10% (-) Amulets make your neck look great! |
Inventory
![]() healing infusion (heal 43; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43(-7) then cleanse 1 wound, poison, and disease effect. 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. |
![]() restful steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Fatigue: -5% Changes stats: +0(-2) Wil / +0(-6) Con Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-15%) fire / +0%(-8%) physical Life regen: +2.00 Infravision radius: +0 (-2) Combat speed: +0% (-10%) Amulets make your neck look great! |
![]() marksman's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-7) See invisible: +0 (-6) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-7) See invisible: +0 (-6) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-20.5 - -36.8) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-2) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 48.45 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (97). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
![]() Emobeth the ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0(-15.5 - -30.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +0 (-2) Physical crit. chance: +5.0% (+4.0%) Physical power: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes resistances: +0%(-3%) darkness / +4% physical Changes resistances penetration: +0%(-20%) physical Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% (+5.00%) Disease immunity: +0% (-14%) Only die when reaching: -20.00 life Maximum stamina: +10.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Light radius: +2 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 39.64 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash starstaff of might (15-18 power, 3 apr, physical 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(-15.5 - -30.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, darkness 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(-15.5 - -30.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff of fate (15-18 power, 3 apr, fire 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(-15.5 - -30.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disease immunity: +0% (-14%) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-10.5 - -24.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (+2) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Mana each turn: +0.15 Maximum mana: +45.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel battleaxe of paradox (20-31 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(-10.0 - -18.1) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +9 temporal / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness / +14% temporal Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() 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(-0.5 - +2.2) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (+5) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. acidic iron greatmaul of the mystic (18-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0(-12.5 - -21.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes stats: +3 Mag / +3 Wil Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Spellpower: +9 (+3 eff.) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() hateful iron greatmaul (19-28 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5(-11.5 - -20.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +9 darkness / +0(-12) cold Damage against: +9% Living When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() iron greatmaul 'Armundur' (26-39 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.0 - 39.0(-4.5 - -9.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes stats: +3 Mag Changes resistances: +6% blight / +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() Kindlesmash the dwarven-steel greatmaul (42-62 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2(+11.0 - +13.4) 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% (-1.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +4 acid / +12 darkness / +0(-12) blight / +0(-12) cold / +12 mind Damage against: +10% Living When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +3% acid / +0%(-3%) darkness Changes resistances penetration: +10% light / +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Psi when hit: +0.08 Mindpower: +15 (+8 eff.) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() acidic iron greatsword (14-22 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4(-16.5 - -26.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of massacre (44-70 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4(+13.5 - +21.6) 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% (+0.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron waraxe (12-17 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8(-18.5 - -32.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe of daylight (19-27 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6(-11.5 - -22.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+2) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +7 light / +0(-12) cold Damage against: +5% Undead When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Defense: +5 (+3 eff.) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Disarm immunity: +20% One-handed war axes. Tap to cycle through comparison choices |
![]() Chygorn (38-54 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9(+8.0 - +5.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+4) Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: + Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-12) blight / +5 nature / +0(-12) cold Damage (radius 2) on crit: +26 acid / +28 nature When wielded/worn: Armour penetration: +10 (+8) Physical crit. chance: +9.0% (+8.0%) Physical power: +8 (+3 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Cun Changes resistances: +6% acid / +0%(-3%) darkness Changes resistances penetration: +33% acid / +0%(-20%) physical / +5% nature Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) One-handed war axes. Tap to cycle through comparison choices |
![]() 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(-15.5 - -29.3) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+23) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6(-17.0 - -31.3) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+4) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. vined mindstar of life (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-25.5 - -43.3) 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 (+16) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +0(-12) blight / +0(-12) cold When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +0.0% (-1.0%) Changes resistances: +0%(-3%) darkness Changes resistances penetration: +0%(-20%) physical Talent granted: +1 Attune Mindstar Critical mult.: +0.00% (-5.00%) Disease immunity: +0% (-14%) Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() quiver of yew arrows of crippling (19/19, 32-46 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-3) Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% (-12%) Changes stats: +5 Str / +3 Con Changes resistances: +0%(-5%) acid / +0%(-5%) physical / +0%(-6%) lightning / +0%(-12%) blight / +0%(-7%) cold / +0%(-10%) nature / +0%(-7%) fire Talent cooldown: Rush ((+0(+5) turn) Maximum encumbrance: +20 Disarm immunity: +0% (-22%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +50% (+30%) Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-3) Defense: +2 (+1 eff.) Fatigue: +12% (-10%) Changes resistances: +0%(-5%) acid / +0%(-5%) physical / +0%(-6%) lightning / +0%(-12%) blight / +0%(-7%) cold / +0%(-10%) nature / +0%(-7%) fire Talent cooldown: Rush ((+0(+5) turn) Disarm immunity: +0% (-22%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +0% (-20%) A suit of armour made of mail. |
![]() Pitchsweep the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-1) Defense: +3 (+2 eff.) Fatigue: +12% (-10%) Changes stats: +3 Wil / +4 Mag Changes resistances: +20%(+14%) lightning / +0%(-5%) physical / +0%(-7%) fire / +0%(-12%) blight / +0%(-7%) cold / +0%(-10%) nature / +0%(-5%) acid Changes resistances penetration: +5% darkness Talent cooldown: Rush ((+0(+5) turn) Disarm immunity: +0% (-22%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +0% (-20%) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. rejuvenating steel plate armour of lightning resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Fatigue: +22% (-) Changes resistances: +16%(+10%) lightning / +0%(-5%) physical / +0%(-7%) fire / +0%(-12%) blight / +0%(-7%) cold / +0%(-10%) nature / +0%(-5%) acid Talent cooldown: Rush ((+0(+5) turn) Disarm immunity: +0% (-22%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +0% (-20%) Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of metal plates. |
![]() blurring rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +9 (+5 eff.) Fatigue: +0% (+10%) Stealth bonus: +5 Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Life regen: +0.60 Maximum life: +0.00 (-40.00) Healing mod.: +10% A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. blurring rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +10 (+5 eff.) Fatigue: +0% (+10%) Stealth bonus: +7 Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Life regen: +0.60 Maximum life: +0.00 (-40.00) Healing mod.: +12% A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +2 Con Maximum encumbrance: +0 (-70) Mental save: +6 (+3 eff.) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
![]() linen cloak 'Poragabreda' (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) (-1 (+0 eff.)) Damage when hit (Melee): 2 mind Changes resistances: +0%(-3%) blight / +0%(-6%) temporal Changes resistances penetration: +5% acid / +0%(-5%) blight Changes damage: +0%(-9%) darkness / +0%(-3%) temporal Physical save: +5 (+2 eff.) (-) Mental save: +18 (+9 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +2% Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Muckradiance the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-5 (-2 eff.)) Changes resistances: +3% acid / +3%(-3%) temporal / +25% darkness / +0%(-3%) blight / +3% nature / +5% arcane Changes resistances penetration: +11% darkness / +0%(-5%) blight Changes damage: +0%(-3%) temporal / +10%(+1%) darkness / +3% nature Stealth bonus: +8 Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of iron boots 'Shadowprophet' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 (-1) Fatigue: +2% (-1%) Damage when hit (Melee): 0(-10) nature / 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Dex Changes resistances: +6%(-3%) fire / +3% darkness / +0%(-3%) nature Changes damage: +0%(-12%) lightning Pinning immunity: +10% Only die when reaching: -40.00 life Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of iron boots of disengagement (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +2% (-1%) Damage when hit (Melee): 0(-10) nature / 0(-4) fire Changes stats: +2(-2) Cun / +2(-1) Dex Changes resistances: +0%(-3%) nature / +0%(-9%) fire Changes damage: +0%(-12%) lightning Life regen: +2.00 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 71% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-6) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +0 (-2) Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature / +0%(-6%) blight Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() This item will automatically be transmogrified when you leave the level. insulating rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +3(+1) Str / +0(-2) Wil / +0(-3) Cun Changes resistances: +6% fire / +6% cold Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-2) Str / +0(-2) Wil / +0(-3) Cun Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item nature slow / 15 Lite Light Burst (radius 1) Changes resistances: +0%(-15%) acid / +0%(-5%) arcane / +30% light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +10% light Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +5 (+1) See stealth: +0 (-7) See invisible: +0 (-9) 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.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item nature slow Changes resistances: +0%(-15%) acid / +0%(-6%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-5%) nature Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +3 (-1) See stealth: +0 (-7) See invisible: +0 (-9) 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. |
![]() brass lantern 'Sunblow' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Damage (Melee): 0(-10) item nature slow Changes resistances: +0%(-15%) acid / +3% light / +3% fire / +5%(-) arcane / +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) (+1 (+0 eff.)) Poison immunity: +10% Light radius: +4 (-) See stealth: +5 (-2) See invisible: +5 (-4) Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item nature slow Changes resistances: +0%(-15%) acid / +0%(-6%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-5%) nature Physical save: +6 (+3 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) (+1 (+0 eff.)) Light radius: +3 (-1) See stealth: +5 (-2) See invisible: +7 (-2) Healing mod.: +11% 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. |
![]() 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 stats: +0(-5) Wil Changes damage: +5% blight Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Sulfurreek the dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +14 Changes stats: +2 Str / +0(-5) Wil Changes resistances: +12% nature / +6% light Changes damage: +9% nature Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Knockback immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck / +0(-5) Wil Trap disarming bonus: +5 Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Chud Mcfarter the Cornac Berserker level 18
26th Haze 122nd year of Ascendancy at 01:12 see stats
By Chud Mcfarter the Cornac Berserker level 10
18th Dusk 122nd year of Ascendancy at 14:17 see stats
By Chud Mcfarter the Cornac Berserker level 19
61st Haze 122nd year of Ascendancy at 18:27 see stats
By Chud Mcfarter the Cornac Berserker level 18
61st Haze 122nd year of Ascendancy at 13:56 see stats
By Chud Mcfarter the Cornac Berserker level 10
18th Dusk 122nd year of Ascendancy at 14:19 see stats
By Chud Mcfarter the Cornac Berserker level 18
59th Haze 122nd year of Ascendancy at 07:26 see stats
By Chud Mcfarter the Cornac Berserker level 13
29th Dusk 122nd year of Ascendancy at 21:08 see stats
By Chud Mcfarter the Cornac Berserker level 18
58th Haze 122nd year of Ascendancy at 13:11 see stats
By Chud Mcfarter the Cornac Berserker level 17
12nd Haze 122nd year of Ascendancy at 21:46 see stats
By Chud Mcfarter the Cornac Berserker level 18
59th Haze 122nd year of Ascendancy at 07:24 see stats
Log
Chud Mcfarter hits Snow giant for 39 physical, 6 blight, 3 cold (48 total damage).
Snow giant misses Chud Mcfarter.
Vorithra the snow giant chieftain stops bleeding.
Vorithra the snow giant chieftain uses Infusion: Regeneration.
Vorithra the snow giant chieftain starts regenerating health quickly.
Chud Mcfarter is confused and fails to use Attack.
Chud Mcfarter is not stunned anymore.
Chud Mcfarter has recovered!
Talent Shattering Shout is ready to use.
Talent Stone Touch is ready to use.
Talent Fearless Cleave is ready to use.
Melee retaliation hits Snow giant for 5 fire, 8 nature (13 total damage).
Snow giant hits Chud Mcfarter for 12 physical, 4 cold (16 total damage).
Snow giant slows down.
Chud Mcfarter's Epidemic has been disrupted by anti-magic forces!
Chud Mcfarter hits Snow giant for 79 physical, 12 blight, 6 cold (97 total damage).
Chud Mcfarter feels pain again.
Talent Infusion: Healing is ready to use.
Melee retaliation hits Snow giant for 5 fire, 8 nature (13 total damage).
Snow giant hits Chud Mcfarter for 13 physical, 4 cold (17 total damage).
Vorithra the snow giant chieftain uses Knockback.
Chud Mcfarter starts to bleed darkness.
Chud Mcfarter resists the knockback!
Vorithra the snow giant chieftain receives 16 healing.
Vorithra the snow giant chieftain hits Chud Mcfarter for 69 darkness, 64 physical, 9 cold, 68 physical, 10 cold (220 total damage).
Melee retaliation hits Vorithra the snow giant chieftain for 5 fire, 9 nature, 5 fire, 9 nature (27 total damage).
Chud Mcfarter the level 19 cornac berserker was cooled to death by Vorithra the snow giant chieftain on level 1 of Daikara.