Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 27 / 19% |
Size | medium |
Lifes / Deaths | Killed by Sandworm Queen at level 16 on the 12nd Dearth 122nd year of Ascendancy at 01:20 / 2Killed by luminous horror at level 27 on the 29th Loss 122nd year of Ascendancy at 12:51 |
Primary Stats
Strength | 70 (base 57) |
Dexterity | 25 (base 12) |
Constitution | 73 (base 52) |
Magic | 11 (base 10) |
Willpower | 20 (base 12) |
Cunning | 15 (base 10) |
Resources
Life | -51/1133 |
Stamina | 126/203 |
Healing Factor | 1.3907458214729 |
Regeneration | 10.663608918494 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 121 |
Accuracy | 53 |
Crit Chance | 8% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +12% |
Nature | +8% |
Cold | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 95.883307766991 (100%) |
Defense | 36 |
Ranged Defense | 40 |
Fatigue | 51 |
Physical Save | 59 |
Spell Save | 41 |
Mental Save | 43 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 52%( 70%) |
All | + 15%( 70%) |
Physical | + 17%( 70%) |
Darkness | + 18%( 70%) |
Light | + 18%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 30%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 56%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Knockback Resistance | 0% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
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 383 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -394 life. The duration and life will increase by 1% for every 1% life you have lost (currently 806 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You failed to protect the injured seer from death by rattlesnake. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved mental save by +12. | done |
You failed to protect the injured seer from death by Filio Flightfond. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 69. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within3 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots 'Zanular' (0 def, 8 armour) pair of hardened leather boots 'Zanular' (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +8 Changes stats: +2 Dex Changes resistances: +8% acid / +3% temporal / +11% cold / +7% fire / +20% lightning Cut immunity: +20% Only die when reaching: -20.00 life A pair of boots made of leather. |
Light source | Dourusher the brass lantern Dourusher the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage when hit (Melee): 10 fire Changes resistances: +3% darkness / +5% fire Changes damage: +6% darkness Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Mardutar (0 def, 11 armour) Mardutar (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +4% Physical save: +6 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Korehor the voratun gauntlets (0 def, 11 armour) Korehor the voratun gauntlets (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +11 Fatigue: +5% Changes stats: +1 Str / +5 Dex / +1 Wil / +3 Con Changes resistances: +9% mind Physical save: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Galurabar (dig speed 32 turns) Galurabar (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 14 Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +8% nature Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's steel ring of pilfering psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 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 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. Rings make your fingers look great! |
On fingers | gladiator's gold ring of luminosity gladiator's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 light Damage (Ranged): 15 light Changes stats: +6 Str / +3 Mag / +6 Con Changes damage: +12% light Rings make your fingers look great! |
Around neck | Chargecast the stralite amulet Chargecast the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +9% lightning / +24% fire / +18% cold Light radius: +1 Amulets make your neck look great! |
In main hand | voratun waraxe 'Glorylaith' (47-66 power, 6 apr) voratun waraxe 'Glorylaith' (47-66 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% temporal / +2% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% One-handed war axes. |
Around waist | Silyldalle the hardened leather belt Silyldalle the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Changes resistances: +9% mind / +3% light Physical save: +11 (+3 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Disarm immunity: +20% Confusion immunity: +20% A belt that goes around your waist. |
In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Bethirith the Icedare (2 def, 8 armour) Bethirith the Icedare (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +15% temporal / +15% cold / +5% arcane / +12% fire Changes damage: +12% cold Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Darkguile the voratun mail armour (5 def, 21 armour) Darkguile the voratun mail armour (5 def, 21 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +21 Defense: +5 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage when hit (Melee): 6 physical Changes stats: +3 Dex Reduces incoming crit damage: 10.00% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 180; cd 13) healing infusion of the warrior (heal 180; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 192; cd 13) healing infusion of the warrior (heal 192; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -447; dur 5; cd 31) heroism infusion of the warrior (die at -447; dur 5; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -447 life. The duration and life will increase by 1% for every 1% life you have lost (currently 914 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, cold, nature, physical) Prismatic Rune (6 turns; lightning, cold, nature, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 cold, 3 nature, 4 physical 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. |
shatter afflictions rune (absorb 31; cd 16) shatter afflictions rune (absorb 31; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 31 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. 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. |
shielding rune of the titan (absorb 373; dur 4; cd 16) shielding rune of the titan (absorb 373; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 373 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 21; cd 19) teleportation rune (range 21; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. mule's gold ring of frost (+24%)mule's gold ring of frost (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +25 Rings make your fingers look great! |
pixie's steel ring of perseverance pixie's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Stun/Freeze immunity: +26% Life regen: +2.00 Spellpower: +8 (+8 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of massacre (40-60 power, 2 apr)dwarven-steel battleaxe of massacre (40-60 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 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. arcing dwarven-steel greatmaul (40-60 power, 2 apr)arcing dwarven-steel greatmaul (40-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 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% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of rage (38-60 power, 2 apr)dwarven-steel greatsword of rage (38-60 power, 2 apr) Requires: - Strength 24 Crafted by a master 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% When wielded/worn: Accuracy: +14 (+5 eff.) Changes stats: +6 Str Changes damage: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of the mystic (34-55 power, 2 apr)dwarven-steel greatsword of the mystic (34-55 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 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% When wielded/worn: Changes stats: +5 Mag / +2 Wil Spellpower: +10 (+9 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick steel greatsword of rage (26-42 power, 2 apr)quick steel greatsword of rage (26-42 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+6 eff.) Changes stats: +6 Str / +3 Dex Changes damage: +10% physical Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. yew longbowyew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (24-34 power, 4 apr)dwarven-steel longsword (24-34 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel mace of massacre (34-48 power, 4 apr)arcing dwarven-steel mace of massacre (34-48 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering thorny mindstar of venom (8-8 power, 24 apr, mind damage)hungering thorny mindstar of venom (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 acid Changes resistances: +7% acid Changes resistances penetration: +4% acid Changes damage: +9% acid Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +2.00 Hate per kill: +3.00 Psi per kill: +2.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% It can be used to inflict 39.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. protector's thorny mindstar of gales (10-10 power, 24 apr, mind damage)protector's thorny mindstar of gales (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +4% all Changes damage: +6% lightning / +7% cold / +9% physical Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Pinning immunity: +24% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Morningwreath (20-24 power, 4 apr, arcane element)Morningwreath (20-24 power, 4 apr, arcane 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 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: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes resistances: +12% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +6% temporal / +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +51.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+7 eff.) Spellpower: +20 (+14 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew vilestaff of invocation (20-24 power, 4 apr, darkness element)magewarrior's short yew vilestaff of invocation (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +23 (+16 eff.) Spell crit. chance: +6% It can be used to conjure elemental energy in a radius 6 cone, dealing 22.45 to 26.94 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced deep-steel trident of torment (30-47 power, 10 apr)balanced deep-steel trident of torment (30-47 power, 10 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+4 eff.) Disarm immunity: +45% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. deep-steel trident (26-42 power, 10 apr)deep-steel trident (26-42 power, 10 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel waraxe of projection (20-28 power, 4 apr)quick dwarven-steel waraxe of projection (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +3 Dex Combat speed: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel waraxe of persecution (20-28 power, 4 apr)truestriking dwarven-steel waraxe of persecution (20-28 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Changes stats: +3 Wil Changes resistances penetration: +5% physical One-handed war axes. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dispeller's cashmere robe of power (0 def, 0 armour)dispeller's cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +6% darkness / +6% light / +9% blight / +7% fire / +8% cold / +11% all Changes damage: +11% all Physical save: +14 (+4 eff.) Spell save: +22 (+7 eff.) Mental save: +10 (+3 eff.) Spellpower: +13 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of time (+11%) (0 def, 0 armour)spellwoven cashmere robe of time (+11%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +11% temporal Changes damage: +11% temporal Spell save: +17 (+5 eff.) Spellpower: +4 (+4 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Sewerresolve (0 def, 4 armour)Sewerresolve (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 mind Changes resistances: +30% acid / +8% fire / +11% cold Changes damage: +18% nature Equilibrium when hit: +0.08 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. fleetfooted pair of hardened leather boots (1 def, 3 armour)fleetfooted pair of hardened leather boots (1 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +1 (+0 eff.) Changes stats: +4 Dex A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Silona (0 def, 10 armour)Silona (0 def, 10 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 4 blight Changes resistances: +5% arcane / +6% nature / +12% darkness Knockback immunity: +10% Mana each turn: +0.19 Maximum life: +40.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)corrosive dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +4 Dex Changes resistances: +7% acid Changes damage: +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. defender's hardened leather cap of dexterity (+2) (4 def, 9 armour)defender's hardened leather cap of dexterity (+2) (4 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +3% all Physical save: +7 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Hathidar the dwarven-steel mail armour (3 def, 8 armour)Hathidar the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +19% acid / +20% temporal / +3% light Spell save: +3 (+1 eff.) Disease immunity: +20% Teleport immunity: +20% Maximum life: +47.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of delving (3 def, 8 armour)dwarven-steel mail armour of delving (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 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +12% darkness / +9% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (9 def, 6 armour)prismatic hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour (0 def, 11 armour)enlightening dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Mental save: +14 (+4 eff.) A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 29-41 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 29-41 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 29.0 - 40.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 29-35 power, 74 block)acidic dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 29-35 power, 74 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 On weapon hit: * 15% chance to reduce armor by 16% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 7 acid Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. windwalling dwarven-steel shield of fire resistance (+10%) (0 def, 6 armour, 27-32 power, 78 block)windwalling dwarven-steel shield of fire resistance (+10%) (0 def, 6 armour, 27-32 power, 78 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (Melee): +13 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +20% fire / +10% physical Talent granted: +1 Block Slows Projectiles: +22% Bonus block near projectiles: +24 Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
3 onyx 3 onyx0.00 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusRequires: - Level 15 Powered 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. This item has been sent to the Item's Vault. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
dragonbone totem of thorny skin 'Breezepanic' [power 77] (20 cooldown) dragonbone totem of thorny skin 'Breezepanic' [power 77] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 39% Changes stats: +3 Wil / +2 Con Changes damage: +18% mind Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 43% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
5 quartz 5 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. |
citrine 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. |
zircon 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 Kutasus Maximus the Dwarf Bulwark level 21
1st Loss 122nd year of Ascendancy at 13:40 see stats
By Kutasus Maximus the Dwarf Bulwark level 14
28th Wealth 122nd year of Ascendancy at 10:00 see stats
By Kutasus Maximus the Dwarf Bulwark level 20
44th Dearth 122nd year of Ascendancy at 21:32 see stats
By Kutasus Maximus the Dwarf Bulwark level 19
27th Dearth 122nd year of Ascendancy at 02:21 see stats
By Kutasus Maximus the Dwarf Bulwark level 10
13rd Profit 122nd year of Ascendancy at 18:02 see stats
By Kutasus Maximus the Dwarf Bulwark level 20
44th Dearth 122nd year of Ascendancy at 04:13 see stats
By Kutasus Maximus the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 15:32 see stats
By Kutasus Maximus the Dwarf Bulwark level 12
23rd Profit 122nd year of Ascendancy at 14:24 see stats
By Kutasus Maximus the Dwarf Bulwark level 18
24th Dearth 122nd year of Ascendancy at 17:09 see stats
By Kutasus Maximus the Dwarf Bulwark level 16
12nd Dearth 122nd year of Ascendancy at 01:20 see stats
By Kutasus Maximus the Dwarf Bulwark level 25
28th Loss 122nd year of Ascendancy at 10:04 see stats
Log
Luminous horror casts Searing Light.
Luminous horror casts Firebeam.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Lava floor hits Luminous horror for 0 fire, 13 healing (0 total damage) [13 healing].
Lava floor hits Luminous horror for 0 fire, 17 healing (0 total damage) [17 healing].
Lava floor hits Luminous horror for 0 fire, 13 healing (0 total damage) [13 healing].
Luminous horror hits Kutasus Maximus for 15 fire damage.
Lava floor hits Luminous horror for 0 fire, 11 healing (0 total damage) [11 healing].
Lava floor hits Luminous horror for 0 fire, 14 healing (0 total damage) [14 healing].
Luminous horror hits Kutasus Maximus for 15 fire, 87 light (103 total damage).
Lava floor hits Luminous horror for 0 fire, 16 healing (0 total damage) [16 healing].
Luminous horror hits Kutasus Maximus for 13 fire, 71 light (84 total damage).
Lava floor hits Luminous horror for 0 fire, 12 healing (0 total damage) [12 healing].
Lava floor hits Luminous horror for 0 fire, 17 healing (0 total damage) [17 healing].
Luminous horror hits Kutasus Maximus for 16 fire damage.
Luminous horror receives 272 healing.
Luminous horror hits Kutasus Maximus for 13 fire damage.
Luminous horror's light area effect hits Kutasus Maximus for 44 light damage.
Luminous horror's light area effect hits Kutasus Maximus for 35 light damage.
Luminous horror's light area effect hits Kutasus Maximus for 35 light damage.
Luminous horror's light area effect hits Kutasus Maximus for 44 light damage.
Luminous horror's light area effect hits Kutasus Maximus for 35 light damage.
Kutasus Maximus the level 27 dwarf bulwark was purified to death by a luminous horror on level 9 of Dreadfell.